Paladin
Base Class: Paladin

Some find their soul in vengeance, other in devotion. Some even through redemption. Others, however, seek to find it through music - spreading their soul to others, baring it, standing on the front lines, becoming an inspiring beacon for all! 

 The tenets of the Oath of Kinomania hold a paladin to a high standard of music and artistry.

Give It Your All! Do not be afraid to bring freedom. Censorship and shackles are signs of weakness, symbols of oppression that must not be allowed to exist in an ideal world. Break the people free from the pain that binds them.

Know the Mood. The greatest songs do not try to force themselves into each and every situation; rather, they know the tone of the current events, and they enforce them.

Keep the Band Together. Your team is your team! While you fight together - even when you might not be getting along - you're still a team, and you'll protect each other with your very lives if necessary!

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Kinomania Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Kinomania Spells

Channel Divinity

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

Channel Divinity: Blood Group. As an action, you can present your holy symbol and select 3 creatures within 30 feet of you that you can see. These creatures gain temporary hit points equivalent to your level plus twice your Charisma modifier. If a creature gains a higher number of temporary hit points from another source while they have these temporary hit points, the temporary hit points granted by this feature are lost. In addition to this, the creatures you select have advantage on Wisdom and Dexterity saves while they have these temporary hit points.

Additionally, at 15th level, the creatures you select gain a d6 once on each of their turns while they possess these temporary hit points. A creature can roll this die and add the result to an attack roll or saving throw immediately after making the roll, but before knowing the outcome.

Channel Divinity: One Who Sings. As a bonus action, you may give yourself a +5 bonus to all Charisma (Performance) checks for the next 10 minutes.

Song of Sword and Steel

At 3rd level, the type of damage dealt by your Divine Smite feature changes to thunder damage. When you reach 11th level in this class, the type of damage dealt by your Improved Divine Smite feature also changes to thunder damage. As a bonus action, you can transform your weapon into a musical instrument with which you have proficiency - you can use this instrument as a spellcasting focus for your Paladin spells, and can use an action to transform the instrument back into a weapon. 

Additionally, you gain proficiency in the Performance skill and a musical instrument in which you aren't already proficient. If you already hold proficiency in Performance, you can choose a second musical instrument in place of that skill.

Boshetunmai

At 7th level, you gain a number of Boshetunmai charges equivalent to your Charisma modifier.

As an action, you may spend a Boshetunmai charge and a number of hit dice  up to your Charisma modifier (minimum of 1) - you must spend at least one hit die to activate this feature. Roll the dice, adding your Charisma modifier to the amount rolled. You begin a performance, and can choose a number of creatures within 30 feet of you up to your proficiency bonus. The amount rolled can be divided between the creatures freely, restoring their hit points. 

Additionally, you can choose to concentrate on this feature - when doing so, creatures of your choice within 30 feet of you have advantage on saves against being paralyzed, stunned, and charmed. The performance has a duration of one hour - however, it can't be played during a rest, and automatically concludes when you're incapacitated.

You regain all spent Boshetunmai charges when you complete a short rest.

Ataman

At 7th level, whenever you finish a short rest, a number of creatures of your choice equivalent to your Charisma modifier (minimum of one) within 10 feet of you recover an additional number of hit points equivalent to your Charisma modifier plus proficiency bonus.

Red-Yellow Days

At 15th level, while you're concentrating on Boshetunmai and you or a creature within 30 feet of you take damage, you can use your reaction to play a note on your instrument - soothing the pain, and hurting the attacker. This note reduces the damage dealt to the creature by 3d8 plus your Charisma modifier, and deals an equivalent amount of thunder damage to the attacker. You can use this feature a number of times equivalent to your Charisma modifier, after which you regain all charges upon completing a long rest.

Additionally, you can now concentrate on Boshetunmai and a spell simultaneously - however, the strain of concentrating on two things at once increases your minimum Concentration save DC to 15. 

10 Before 9

At 20th level, you gain the ability to start a performance unlike any seen before as an action, gaining the following benefits for the next minute:

  • You may cast the Thunderclap cantrip as a bonus action, adding your Charisma modifier to the damage rolled.
  • You emit an electrifying aura with a 30 foot radius - while within that aura, all creatures of your choice gain resistance to thunder damage and become immune to any effects that would deafen them or prevent them from speaking. In addition to this, all creatures within your aura besides yourself gain a number of temporary hit points equivalent to your Paladin level at the start of each of your turns.
  • After using your Divine Smite, you may choose a creature within 30 feet of you, granting it temporary hit points equivalent to the damage dealt by your smite.

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

 

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