Base Class: Paladin
Adept and honorable are you, zealous with offensive power and a desire to protect nature you even gain druidic spell choices as you smite your enemies. Be the king of the fairies for you protect the nature all around you and seek to grant blessings upon friends and curses upon foes.
Oberon's Presence
3rd-level Oath of the Fairy King feature
Much like your other auras, generate an aura of presence in which nature helps your allies. All allies within 60 feet gain your level as temporary health and the ability to survive death once per long rest.
All allies within 60 feet when reaching 0 health are revived at 1 health once per long rest. This is based on their long rest, not yours.
Fae Smite
3rd-level Oath of the Fairy King feature
By throwing off the smites of normal paladins you gain access to a magical smite that comes from your hand at the snap of the fingers. Creating a trailing golden light honing in on your targeted enemy within 60 feet. This enemy takes {{proficiency}}d10 radiant and magical bludgeoning damage, equally divided where if odd numbered the higher number is radiant damage. The target of the initial smite knocked prone before the smite spreads like wild fire at a weaker rate of 1d6 of radiant damage to enemies within 30 feet of the original target.
You can only use this effect if you do not know any other smites and will use your entire action and bonus action to be cast.
Holy Ground
7th- and 18th-level Oath of the Fairy King feature
Slam your weapon into the ground as an action and declare it a Holy Ground for {{proficiency}} turns in a radius of 50 feet. Enemies take 1d10 radiant damage every turn they start or end their turn in the Holy Ground and must make a wisdom saving roll against your spell save dc. On a failed save they are confused and will attack the nearest target within range regardless of if they are friend or enemy. Allies within the Holy Ground are immune of status effects such as blindness, poison, charm and so forth either until the Holy Ground disperses or until they step outside of the circle. You may use this ability a number of times equal to your proficiency.
At 18th level you can use a bonus action to end the Holy Ground early and deal 1d10 radiant damage to all enemies within it per turn that was left on it.
Birth and Renewal
15th-level Oath of Glory feature
Clap your hands together and hold them there as you channel the art of nature with birth and renewal. All allies within 90 feet are granted 1d4 healing every turn as long as you concentrate, do not use your action or bonus action, and as long as they are not at 0 hit points. Death saving throws are done at advantage, and once every short rest a failed death saving throw may be forced to succeed regardless of what was rolled.
While you hold this pose you shiny brightly and can be used as a source of light, however you are also a higher priority target for enemies.
The Reckoning
20th-level Oath of the Fairy King feature
As an action, lift your hand and with it all enemies within 50 feet who fail a constitution saving throw against your spell save dc at double disadvantage. All that succeed their saving throw ignore this effect, however those that fail their saving throw are lifted up for one turn, before being slammed down to take 6d20 radiant and magical bludgeoning damage with a bonus 3d20 radiant damage to those who are confused from Holy Ground. The impact also damages their ac value by half. You may use this ability up to 2 times per long rest.
Previous Versions
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4/14/2023 4:54:01 PM
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