Paladin
Base Class: Paladin

The tenets of the Oath of Justice drive a paladin to attempt heroics that might one day shine in legend.

Avenge the Weak. Protect those who cant protect themselves and restore justice to those who are wronged.

Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you.

Understand the Enemy. Making friends and quelling a fight is important, however do not allow judgement to hinder your justice.

Control your Greed. To enact justice, you must be controlled and just yourself.

 

Channel Savras

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.

 

Vow of Enmity - As a bonus action, you can utter a vow of enmity against 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 Devotion Spells

Aura of Determination

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed or frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Avatar of Savras

At 20th level, as an action, you can call upon the power of Savras. For 1 minute, you can see the world around you perfectly.

Whenever an enemy creature makes an attack against you, it has disadvantage. If an enemy hits you gain a reaction attack if it is within range.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

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

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