Paladin
Base Class: Paladin

An Oath of the Champion Paladin swears fealty to no deity, but finds strength in resolve from the oath they take to protect the weak from the evil strong, to give shelter, safety and strength to those who seek solace from the clutches of evil's dark embrace. An Oath of the Champion opines not the be the Champion of a God, instead of being a Champion of Justice, Righteousness or Protection for those around them.

An Oath of the Champion Paladin may go on to seek out the Deity that has bestowed their gifts upon them, and yet they may not. It is enough for many to know that they have committed themselves to a just cause, and the Oath goes hand-in-hand with a silent promise, to use their power for good. To be true to themselves, and the cause, forever more. 

Channel Divinity

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

Champions Challenge. As an action, you draw upon the power within you to issue a challenge, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being charmed. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is charmed for 1 minute. While charmed, the creature has disadvantage on any attacks made on anyone other than you.

On a successful save, the creature gains advantage on the next attack it makes, if it is against you.

Champions Resolve. As a bonus action, you summon resolve from the well of power within you, targeting a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Champion Spells
Paladin Level Spells

3rd

command, heroism

5th

calm emotions, warding bond

9th

beacon of hope, motivational speech

13th

aura of purity, death ward

17th

skill empowerment, steel wind strike

Champion's Aura

Your training and dedication to being a Champion has given you additional prowess in combat. You may assume one of the following Aura's, and you may change Aura as a Bonus Action from Battle Aura or Defensive Aura.

Battle Aura

You command the area around you in combat, radiating power and zeal. You now perform a Critical Strike on a roll of 19 or 20, as do any allies within 10 feet of you. 

Defensive Aura

You assume the role of protector on the battlefield, forming a martial bond with any allies that are within 10 feet of you. You and any allies within 10 feet of you have resistance to non-magical damage.  

A Champion's Will

Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

Knight-Champion

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 18 to 20 on the d20.

Once you use this feature, you can’t use it again until you finish a long rest.

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