Base Class: Paladin
You gain the power of one of the Deities of Heavenly Virtues. You must fully commit to following the Virtues requirements.
Charity. Must always give to those who need it more. Understand that Charity isn't just giving things away, if someone needs help you give it.
Chasity. Only those who you truly love may be yours. You mustn't give into lust.
Faith. Trust your fellow members and companions. Those who trust can receive it back and know your allies capabilities.
Fortitude. You must stand strong in the face of evil or for good. You only fail if you don't stand back up. Falturing isn't a sign of weakness but determination.
Hope. You must inside hope to those without and never lose it yourself. Hope is powerful and are the foundations of battle. The battle is lost when you lose hope.
Justice. You must always fight for what's right. Justice is giving fair punishment and reward. Laws don't make people, people make laws. Don't do anything without accepting consequences.
Temperance. You mustn't take more than what you need. You may have material things but don't take what isn't important. Objects way down the body and the soul.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Heavenly Virtues Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
When you take this oath at 3rd level, You gain one Channel Divinity option and can choose a second based on Virtue. this will effect your later Aura.
Virtuous Strike. You can use a bonus action to coat a weapon in holy light till the end of your turn. Your weapon deals an extra 1d10 radiant damage.
Charitable Gift. You can heal the ally who needs it the most. You can use an action to heal the lowest health friendly creature within 20 feet of you by 2d10 + your charisma modifier.
Chast Purification. You can purify an ally. You can remove negative conditions that plague a friendly creature within 20 ft. You can remove blinded, charmed, deafened, paralyzed, petrified, poisoned and magical sleep.
Faithful Gift. You give an ally a boost for them to succeed. Grant a friendly creature in sight within 20 ft. 2d10 + your charisma modifier temporary HP. The effects last for 1 hour or until the HP is gone.
Fortuitous Stand. You can stand strong in the face of danger. As a reaction you can give yourself 2d10 + your charisma modifier temporary HP. The effects last for 1 hour or until the HP is gone.
Hopeful Light. You and your allies again hope in a hopeless situation. All allies within 20 ft gain advantage on their next attack. This lasts until the your next turn.
Just Punishment. You strike down an enemy delivering justice. As a bonus action you deal extra radiant damage equal to your charisma modifier plus their alignment.
- Lawful and good: +0
- Neutral: +1
- Chaotic and Evil: +2
Temprent Retaliation. You strike an opponent and bring them to your level. When you attack deal extra radiant damage equal to the difference between your current HP and your max HP.
Charitable Gift
You can heal the ally who needs it the most. You can use an action to heal the lowest health friendly creature within 20 feet of you by 2d10 + your charisma modifier.
Chast Purification
You can purify an ally. You can remove negative conditions that plague a friendly creature within 20 ft. You can remove blinded, charmed, deafened, paralyzed, petrified, poisoned and magical sleep.
Faithful Gift
You give an ally a boost for them to succeed. Grant a friendly creature in sight within 20 ft. 2d10 + your charisma modifier temporary HP. The effects last for 1 hour or until the HP is gone.
Fortuitous Stand
You can stand strong in the face of danger. As a reaction you can give yourself 2d10 + your charisma modifier temporary HP. The effects last for 1 hour or until the HP is gone.
Hopeful Light
You and your allies again hope in a hopeless situation. All allies within 20 ft gain advantage on their next attack. This lasts until the your next turn.
Just Punishment
You strike down an enemy delivering justice. As a bonus action you deal extra radiant damage equal to your charisma modifier plus their alignment.
- Lawful and good: +0
- Neutral: +1
- Chaotic and Evil: +2
Temperent Retaliation
You strike an opponent and bring them to your level. When you attack deal extra radiant damage equal to the difference between your current HP and your max HP.
Aura of Virtues
At 7th level you gain an Aura based on the Virtue you follow. The Channel Divinity you chose decides this. The range of your aura is 10 feet.
At 18th level your aura range increases to 30 feet.
Aura of Charity. Any friendly creatures within your aura gain temporary HP based on your charisma modifier minimum of 1.
Aura of Chasity. Any friendly creatures within your aura are immune to being charmed.
Aura of Faith. Any friendly creatures can see with truesight within your aura.
Aura of Fortitude. Any friendly creatures within your aura have advantage on saving throws.
Aura of Hope. Any friendly creatures within your aura gain an extra attack.
Aura of Justice. Any friendly creatures within your aura deal 7 extra radiant damage to fiends and undead.
Aura of Temprence. Any friendly creatures within your aura can't fall prone.
Aura of Charity
Any friendly creatures within your aura gain temporary HP based on your charisma modifier minimum of 1.
Aura of Chasity
Any friendly creatures within your aura are immune to being charmed.
Aura of Faith
Any friendly creatures can see with truesight within your aura.
Aura of Fortitude
Any friendly creatures within your aura have advantage on saving throws.
Aura of Hope
Any friendly creatures within your aura gain an extra attack.
Aura of Justice
Any friendly creatures within your aura deal 7 extra damage to fiends and undead.
Aura of Temprence
Any friendly creatures within your aura can't fall prone.
Heavenly Protection
At 15th level you gain protection from the Deadly Sins. You have resistance to necrotic damage and advantage on death saving throws.
Heavenly Rapture
At 20th level you can attack an area using the power of the 7 Heavenly Virtues.
Once per long rest, you use the power of the 7 Heavenly Virtues summon a beam of light from the sky that drops down on a spot 60 feet within sight. A cylinder with a 5 foot radius drops down from the sky dealing 7d6 + your charisma modifier radiant damage. Anyone in the cylinder must make a dexterity saving throw to take half damage.
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