Base Class: Paladin
"The path that one follows is long and winding. It leads those who walk in to many different experiences, and those experiences cause them to change. Change is a natural part of the path, and every person experiences it, voluntarily or not. Those who choose to accept this change will keep on the path, even if they are not the same as who they were before. Thus is humanity, and mortality as a whole. Nothing is eternal." Nian speaks softly to the paladin, collapsed in his bedroll, half asleep from the stress. He had just let the party he had been leading be killed by a Chimera, and guilt hangs heavily over him. Nian speaks once again. "Rise paladin, know that your oath is broken, and that the path you walk has turned to unkempt gravel. Alas, you will walk, and you will walk until you have proven to the world that your oath was not the source of your strength, for it was you all along." Nian vanishes before the paladin's eyes. In the morning, the paladin leaves to seek out the creature, and to prove to himself, that he can walk the path without an Oath.
-Grimoire Regalia
Oathcarver Recharge
Your paladin magic continues to flourish even without a deity controlling it. When you finish a short rest, you regain two of your lowest level spell slots, or one of your highest level spell slots. You can use this feature a limited number of times per long rest equal to your charisma modifier.
Channel Divinity
An Oathbcarver of 3rd level can use the power of hope to expend Channel Divinity.
United as One. As an action, the paladin raises their weapon, then targets any number of allied creatures within 25ft, they may then expend charges of lay on hands to grant those creatures temporary hit points equal to the amount of lay on hands charges expended, this also expends one use of channel divinity. This feature can only be used once per turn.
Self-Belief. As a reaction, when the paladin comes under the effect of the blinded or charmed condition, they can expend a use of Channel Divinity to instead project a banner of inspiration from their back, making themselves and all allies within range immune to that condition. (15ft, or their aura's range if they choose so.)
Aura of Empowerment
Starting at 7th level, the paladin, as well any allies within range, gain the ability to effectively work together to overcome odds. When the paladin, or any other allied creature within the Aura of Empowerment makes a melee or ranged weapon or spell attack, a different allied creature (including the paladin) within the Aura of Empowerment can expend their reaction to preform a follow up attack. The follow up attack can be one attack with a melee weapon or ranged weapon, or a cantrip with a casting time of 1 action that has a spell attack roll. This feature can only be used once per turn, and a limited number of times per long rest equal to your charisma modifier.
At 18th level, the range of this aura increases to 30 feet, additionally, two creatures can now preform follow up attacks per turn.
Emboldened by Hope
At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Remnant of Faith
At 20th level, the paladin can, as an action, cover himself in the divine magic that remains within them. Granting him an empowered divine smite and improvement to his abilities for the next hour. As a reaction, you can instantly teleport to any unoccupied space within your aura's range, you can also choose another friendly creature within the aura, and if they are willing, you may swap positions with them. When you deal damage to a creature through your divine smite feature or through your paladin spells, the damage ignores resistances and immunities. Additionally, you cannot be paralyzed or become stunned while this effect is active.
After activating the aura, the paladin can’t do so again until he or she finishes a long rest.
Previous Versions
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