Paladin
Base Class: Paladin

 

To take the Oath of the Ring is to hold your connection to another so dearly it becomes divine. Whether it be a friend to whom you owe your life, a lover who makes each sunrise more beautiful than the last, or a nemesis you shall hunt like a restless revenant, the Oath of the Ring is about interpersonal connection. At the end of every journey, every road, every thought is them. Paladins of The Ring will hurl themselves headfirst into the fray, knowing they will land in the arms of their other half. what happens next is up to you…

 

Tenets of the Ring:

Persistence: You must not give up on your Other. They are beautiful, they are endlessly kind, they are irredeemable, they are everything.

 Compassion: Your interpersonal bond may be stronger and literally holier than the bonds of those around you, but you of all people understand how strongly hearts are tugged every which way, and should always lend an ear.

Loyalty: Your Other is yours alone, but those who help you on your quest to satisfy or slay your other deserve your loyalty.

 

When you take the oath of the ring you must choose an “Other”. Your Other must be a person you have a strong emotional connection with. They may be friend or foe, and you do not have to know them intimately. They could be either another player or an NPC. Consult with your GM to make an appropriate choice of Other. If your Other is killed, or dies from any cause, you may choose a new other, become an Oathbreaker, take up a new oath, maintain them as your Other who now occupies the underworld, or any other solution you and your GM can come up with.

Level 3: Oath of the Ring Spells

You gain oath spells at the paladin levels listed.

Oath of the Ring Spells

Level 3: Channel Divinity

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

  • Destined Connection: You can use your Channel Divinity to draw upon your powerful bond with your Other. As an action you may move double your movement speed directly towards your Other. This still counts as physical movement and does not ignore difficult terrain or other obstacles. You must be able to see, and be within 120 feet of your Other to use this ability.
  • They’re Mine: You can use your Channel Divinity to prevent anyone from touching your Other at the cost of your own safety. For 1 minute any enemy the attacks your Other must succeed a charisma saving throw or suffer disadvantage on attack rolls against them.

Level 7: Us Forever

Starting at level 7 your connection and devotion to your Other is inspiring. If your Other is within 15 feet of you, you may spend Lay on Hands charges to heal all allies (including yourself) within 15 feet half of the value of charges spent.

 

Level 15: Undying Love

Starting at 15th level even death can not pull you or your Other apart. When you or your Other are within 60 feet of each other, and are reduced to 0 hit points, you may choose to instead remain at 1 hit point, and spend Lay on Hands charges as a reaction until the end of the current turn. Once used, you can not use this feature again until a long rest.

Level 20: Paramour Paragon

Starting at 20th level your heart shines with such radiance in the presence of your Other it blinds enemies and guides allies. You may choose to activate this ability if you are within 60 feet of your Other, and only once per day. Its effects last for 1 minute. It has the following effects: 

  • You gain a hover speed equal to your move speed as you glide effortlessly across the battlefield.
  • You emit a blinding light from your heart. All enemies who enter a 30 radius of you must succeed on a constitution saving throw or become blinded for 1 minute.
  •  All allies who enter a 30 radius of you receive a 1d6 die of Bardic Inspiration. This may occur only once per ally.
  • When you cast Lay on Hands on yourself or your Other you recover one charge of Channel Divinity.

These effects end if you or your Other move or are moved more than 100 feet away from each other.

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