Paladin
Base Class: Paladin

A helping hand reaching out. this is what the Handy Knights are about. be pure of heart and stray never apart. together we are helping everyone. a hero's adventure has begun.

its balance should be a bit weaker than most sub classes with a bit more versatility.
inspired by the missing of any helping paladins in the official material.
visual inspired by Elfenlied/Doc.Octavia. and assassination class room. and the matrix for bullet hell action.

Level 3: Channel Divinity

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

Uncanny Doubt. You can use your Channel Divinity to chose 1 creature in a 60ft. range. The creature has to make a wisdom save or be distracted by illusions in the corner of their eye and whispers in the wind of any wrong they did and any debt in their heart. The creature has disadvantage on CHA(deception) and WIS (perception) roles for one minute. This channel divinity does nothing on lawful good creatures.

Pause the apocalypse. As a reaction you can chose a non reluctant creature within 60ft. of you, which is paused in time till something solid interacts with them or the affected creature tries to do something. The targeted creature stops falling and pauses any effects over time like poison or drowning. In addition they are immune to attacks using only force, thunder, fire, water, wind or light, but count as paralyzed when attacked. The mind is unaffected by this effect and they can perceive their surrounding. This channel divinity lasts for up to 1minute. this effect can be applied at any point but when it is used to make a person immune from a spell like fire ball you have to activate it before dice are rolled. you can use a bell for shy players.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancients Spells
Paladin Level Spells

3rd

find familiar, command

5th

[Tooltip Not Found], enlarge/reduce

9th

water walk, slow

13th

giant insect, watery sphere

17th

arcane hand, teleportation circle

Helping Hands (Aura)

Beginning at 7th level, your helping thoughts extend outwards. manifesting in the form of 4 spectral arms extending from your back. These arms can lift up to 2 times your caring capacity and can move freely within 10 feet of you. They give you a climbing speed of 15 ft. They also allow you or an ally within 10ft. of you to point out someone who needs help using a reaction, bonus action or action. the Spectral hands will help that creature as best as they can giving the chosen creature the effects of the help action.

[Help Action: You help an ally giving them advantage on their next attack or ability Check. This effect needs to be used this turn.]

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

Level 8: Defend future Help

your divine sense extends to very strong feelings. allowing you to feel the outcry's of hopelessness in your close vicinity. and making you able to react in time.

When anyone in your weapon reach attacks a defenseless or otherwise helpless creature. you can use a reaction and expend a divine sense to intersect the enemy attack. roll attack the number rolled is now the defending creatures ac if its higher. this ac lasts till the start of your round.

Defenseless or otherwise helpless creatures are: civilians, unarmed or unconscious creatures or flanked and unarmored creatures not in rage.

Level 15: Help the Outreached

Starting at 15th level, as a reaction, when you hear someone calling out for help, you can teleport within 5 ft. of them up to a range of 300feet. you can use this feature once per short or long rest for free otherwise expend a spell slot of second level or higher.

Level 20: Giving back Help

You can call upon anyone you ever helped, to help you here. channeling all their hope, accomplishments and gratefulness as energy into you, adding arms and empowering the ones you already have.

At 20th level, using your action you can supercharges your spectral arms. They get very fast and can help people at an uncanny rate and precision.

For 1 minute, you gain the following benefits:

  • you gain an extra reaction.
  • you gain two extra bonus actions, which you cant use to attack.
  • you can use your hands to create up to 4, 5 by 5ft. platforms or walls which move with you. if a creature wants to move them they have to succeed a DC 30 Strength check.
  • you can move any willing creature other than you within 30ft. this movement doesn't provoke opportunity attacks and can't move things into occupied space. at the end of your turn all creatures have to be on a surface or liquid that can support them. if there is no such place you can use the platforms to hold them.
  • your movement speeds and climbing speed increases by 30 ft. you can lift yourself 10ft. of the ground but are still considered touching it.

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

Previous Versions

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