Base Class: Paladin
A knight errant is a warrior foremost but one with exceptional healing skills and a desire to right wrongs and transgressions where the poor and weak cannot fend for themselves.
They are the classic knight of European lore though they have their Asian counterparts. These, however, differ from the European knights in that they don't necessarily come from a noble caste.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Healing Cry. Using your Channel Divinity you can unleash a cry to the heavens that heals all allies in a 30 ft. radius for 1d6 plus your CHA modifier. For one turn this also gives your allies advantage on saving throws.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
Guiding Bolt, [spell] Healing Word[/spell] |
|
5th |
Hold Person, [spell]Silence[/spell] |
|
9th |
|
|
13th |
|
|
17th |
Aura of Courage
Starting at 7th level, you and friendly creatures within 30 feet of you can’t be frightened while you are conscious.
Purity of Spirit
Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.
You are also immune to necrotic damage.
Holy Nimbus
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an Evil enemy creature starts its turn in the bright light, the creature takes 10d10 radiant damage. Evil creatures in the dim light take 4d10 radiant damage. There is no saving throw.
In addition, for the duration, you have advantage on saving throws against spells cast by Evil beings, and Evil beings making ranged or melee attacks against you do so with disadvantage.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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