Paladin
Base Class: Paladin

Having fulfilled his Oath to the Pentill of Du’Harst by enacting his will upon the immense magic held by the Old Kings of Du’Harst, his body has been changed and exposed to magic he can barely fathom. This process has changed him, and by somewhat fusing with the very thing he made an Oath to, he has unknowingly made a new Oath; to protect the innocent from the might of Xanabin. Through the power of his will and his dedication to The Resistance, the magic of the Old Kings, The Pentill, and of the Weave itself flow through him.

Oath Spells

Dedication Expanded Spells
SPELL LEVEL SPELLS

1st

guiding bolt, healing word

2nd

enhance ability, misty step

3rd

haste, beacon of hope

4th

conjure minor elementals, banishment

5th

reincarnate, cloudkill

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Magical Aura. As a Reaction, when an ally within your Aura’s range casts a spell granted to them by one of their Class Features, you can imbue your Aura with their magic. You gain a number of benefits for 1 minute, based on the given Class.

Class

Aura Benefits

Artificer

Your armor is infused with an enchantment, granting you +2AC for the duration.

Bard

You gain a Bardic Inspiration Dice (1d6) to use within the duration.

Cleric

On each of your turns, one creature of your choice within your Aura’s range regains 1d4 Hit Points.

Druid

The earth beneath your feet shifts and rolls. The space within your Aura becomes difficult terrain for creatures other than yourself for the duration

Ranger

Your foes are marked. On each of your turns, you can deal an additional 1d4 on one attack to a foe within your Aura for the duration.

Sorcerer

You are not of the bloodline; roll for one effect on a Wild Magic table of your DM’s choosing.

Warlock

You get in between the Warlock and their Patron. Your DM decides how the Patron regards this.

Wizard

You gain a number of spell slots equal to half your Paladin Level. Any spell slots acquired in this way are lost if not used during the duration.



Will of the Kings.
 As an action, you release a burst of the latent magic that rests within you. You may use any of your current Hit Dice. Roll the; you may either deal the number rolled as force damage or as healing to creatures of your choice within range. You may only choose one option, healing or damage, per use. Hit dice spent in this way are regained on a long rest.

Inspiring Commander

Once per Short Rest as an Action, choose one ally you can see. You create an intangible tether between you that grants the following benefits:

  •  Your ally gains a bonus to attacks against enemies within the length of the tether equal to your spell modifier.

  • Your ally counts as being within touch range for your abilities granted by your Class Features as long as the tether remains intact. 

The tether is broken when one/both of you exit initiative, or become incapacitated.

Persistent Will

When engaged in battle,  it is kill or be killed. When the stakes are high, you will use everything that you have to accomplish victory, and protect those you have sworn to keep from harm.

You can use ‘Persistence’ on weapon attacks while using a weapon you are proficient with. You cannot exceed 10 levels of exhaustion in this way.

Crystalline Body

At 20th level, as an action, you can transform your body with aspects of the Pentil. For 1 minute, you are enveloped in luminescence and crystals.  You gain the following benefits:

  • You have advantage on all saving throws.
  • When a creature you can see moves within your aura or starts its turn there, Crystalline Fragments allow you to use your reaction to deal 1d10 necrotic damage to that creature and heal an ally within your aura for the same amount.
  • Inspiring Commander can tether one additional ally.

Comments

Posts Quoted:
Reply
Clear All Quotes