Paladin
Base Class: Paladin

Paladins who swear the Oath of Hope are beacons of light in the darkest of times, shining brightly when all other lights have dimmed. They believe that even in the deepest despair, there exists a spark of hope that can be nurtured into a blazing flame. These paladins are relentless in their mission to uplift those who have lost their way, bringing comfort, courage, and renewed purpose to the downtrodden. They do not merely fight against evil—they inspire others to believe that victory is possible, no matter how dire the situation.

The Oath of Hope is grounded in the belief that hope is the most powerful weapon against the encroaching darkness. These paladins understand that despair is the greatest enemy, for it can lead to surrender before the battle has even begun. By their words and deeds, they kindle hope in the hearts of those around them, pushing back the shadows and guiding others toward a brighter future. Their unwavering faith in the goodness of the world and the potential for redemption fuels their resolve, making them stalwart defenders of light and life.

TENETS OF HOPE

The Tenets of the Oath of Hope are the sword and shield each Hopebringer wields against the Dark.

  1. Inspire the Light: I will be a beacon of hope in all I do, lifting others from despair and igniting the flame of courage in their hearts.

  2. Defend the Innocent: I will protect those who cannot protect themselves, ensuring that the light of hope never fades from their lives.

  3. Stand Unyielding: I will remain steadfast in the face of darkness, knowing that my unwavering hope can turn the tide of any battle.

  4. Foster Belief: I will nurture faith in the goodness of the world, reminding all that even in the darkest times, there is always a path to the light.

Channel Divinity

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

Uplift the Broken. As an action, you utter words of power that imbue those who can hear you with determination. When you use this channel divinity, any creature within 120 feet under the charm, frightened, or paralyzed conditions has those conditions ended. 

Unbreakable Spirit. As a reaction, when you take a blow that either kills you outright or drops you to zero hit points, you plant your feet and become a pillar of unyielding hope and resolve before succumbing to your fate. When you use this channel divinity, each creature within 300 feet of your choice regains hit points equal to double your paladin level, is cleared of any condition affecting them, and gains a point of inspiration. You then fall unconscious and are stable, and take five levels of exhaustion.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Hope

Starting at 7th level, you and friendly creatures within 10 feet of you have advantage against saving throws that impart the paralyzed, charmed, or stunned conditions. 

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

Pillar of Hope

At 15th level, your steadfast presence becomes a source of unyielding hope for your allies. Whenever you or a friendly creature within 30 feet of you fails a saving throw, you can use your reaction to allow that creature to reroll the saving throw. The creature must use the new roll. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Additionally, when you or a friendly creature within 30 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to cause that creature to drop to 1 hit point instead. Once you use this feature, you can’t use it again until you finish a long rest.

 

Living Hope

At 20th level, you can embody the pure essence of hope itself, becoming a shining paragon of defiance against darkness. As an action, you can transform, gaining the following benefits for 1 minute:

  • You shed Sunlight in a 120 foot radius. Hostile creatures in the bright light have disadvantage on attack rolls against creatures other than you.
  • At the start of each of your turns, you and all allies within 30 feet regain hit points equal to your Charisma modifier (minimum of 1).
  • Once per turn, when a creature you can see within 60 feet makes an attack roll, ability check, or saving throw, you can grant them advantage. You can use this ability a number of time equal to your Charisma modifier (minimum of once).
  • If you drop to 0 hit points while in this form, you can roll a number of hit dice equal to the amount of rounds left in the transformation and regain hit points equal to the number rolled. The transformation then ends early.

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

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