Paladin
Base Class: Paladin

Aid the people, aid the world.

Some paladins swear their fealty to powerful lords, bend the knee to powerful gods, turn to vengeance, or even reach to achieve glory. But some paladins' nets are cast a tad wider but a tad shallower. These paladins often grow up in close-knit communities or areas where they see injustice every day, and when they grow up, they work to aid the people around them, regardless of alliance. These paladins are often robinhood types or simple civil servants, firefighters, EMTs, etc. They are often local legends and folk heroes, but some aspire to more political goals, using their natural Charisma to aid the populace through the law. Paladins of The Populace don’t, seek glory for their actions, only to help the people.

These Paladins share the following tenets:

  • Lift up the weak
  • Do not discriminate in your aid
  • Fight the injustice of the world

Level 3: Protecting Smite

You react in the quickest moment to threats to your friends. When a creature within 30 feet of you hits with an attack against an ally within 30 feet of you, you can use a reaction to move 30 feet toward the attacker. If this brings the attacker within the range of your held melee weapon, you can make an attack with it as a part of the same reaction. On a hit, you can cast Divine Smite without a bonus action. You can reduce the damage to your ally by an amount equal to the damage the target took.

You can use this reaction a number of times equal to your Charisma modifier (minimum of once). You regain all uses at the end of a long rest.

Level 3: Oath Of The Populace Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of The Populace Spells table, you thereafter always have the listed spells prepared.

Paladin Level

Spells

3

Purify Food and Drink, Goodberry

5

Calm Emotions, Warding Bond

9

Mass Healing Word, Leomund's Tiny Hut

13

Guardian of Faith, Mordenkainen's Private Sanctum

17

Mass Cure Wounds, Rary's Telepathic Bond

Level 3: Liberate The Needy

As a Magic action, you can expend one of your uses of Channel Divinity to raise your weakened allies' spirits and fortitude. When you do so, all allies within 30 feet who have half or fewer of their hitpoints regain a number of hitpoints equal to your Paladin level and gain advantage on their next D20 test within 1 minute.

Level 7: Aura Of Hope

You have become a symbol of comradery among your allies, restoring hope for the future. You and your allies can get up from being Prone without using any movement while in the aura and can add your Charisma modifier to Death Saves. Additionally, if an effect moves you or your allies unwillingly along the ground, they can use their reaction to reduce the distance moved by up to 10 feet while in the aura.

Level 15: Fire Of The People

As a magic action, you can unleash a burst of light that damages your enemies and heals your allies within a 30-foot emanation. All enemies within the emanation must make a Constitution saving throw against your spell save DC, taking 2d8 radiant damage on a failed save, half as much on a success. All allies within the area heal 2d8 health.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all uses at the end of a long rest.

Level 20: Savior Of The Masses

As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Turn The Wicked. When you hit with an attack against a creature with a CR of 2 or lower, you can choose to, instead of doing damage, force them to make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes Charmed by you for one minute and, if you and your allies don’t deal damage to the target for 1 minute, the creature becomes friendly to you and your allies and won’t fight you unless provoked.

Cure The Damned. As a bonus action, you can end the Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, and Stunned conditions on any creatures of your choice within 60 feet.

From The Rich To The Poor. When you deal damage with an attack, you can heal an ally within your Aura of Protection for an amount equal to the damage dealt.

Additionally, at all times, the following benefits apply.

Raise Up The Poor. Anyone living a squalid or poor lifestyle within 1 mile of you can purchase any common goods for half price.

Ward Off The Unjust. Creatures of an evil alignment suffer horrible nightmares while within 1 mile of you unless you choose to end this effect on them.

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