Paladin
Base Class: Paladin

In the dark corners where despair lurks, a figure emerges whose mere presence turns the air into a promise. It has no name, for names impose limits, nor a defined face, for its essence is universal. They say it walks barefoot to feel the pulse of the earth, and with every step, invisible paths bloom, guiding the lost. Its hands seem to carry an unseen weight: the burden of broken dreams it mends with threads of light. Some claim to have felt its shadow before its arrival, a gentle warmth that dispels the cold fog of fear. Others insist its voice cannot be heard, yet the stars seem to flicker to the rhythm of its words.

It is the echo of hope in times of emptiness, the guardian of those who have fallen, and the whisper that says, "You still can." No matter how deep the night may be, as long as its steps resonate in the collective memory, there will always be a sunrise waiting on the edge of the horizon.

-The Image of Tomorrow: Carrying the message of hope for tomorrow. Dark times always come, but they never last—not as long as there are people with the dream of living one more day and making an effort to forge a better world. It is for those people that life is worth living and dying for, and hope must always bloom for them. I will do everything in my power to help ensure it does.

-The Dream of Justice: Those who do wrong must be judged and punished, but there is always redemption and hope for a soul to change its course. There will be those who are beyond saving, but I must try, for being lost does not mean one cannot be found.

-The Duty to Protect: The two most precious things in the world are life and dreams, and they must be protected at any cost. There will be times when, for some to live, others must die. Reaching such a point is regrettable, but the needs of the many outweigh the needs of the few... or of the one.

"Dreams save us. Dreams lift us up and transform us into something better. And on my soul, I swear that until my dream of a world where dignity, honor and justice are the reality we all share, I'll never stop fighting. Ever."

Level 3: Oath of Hope spells

When you choose this subclass, the magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Hope Bringer Spells table, you thereafter always have the listed spells prepared.

Paladin Level

Spells

3

Guidance, Healing WordHeroism

5

Zone of TruthWarding Wind

9

Beacon of HopeFly

13

Aura of Life, Stoneskin

17

Dispel Evil and GoodMass Cure Wounds

Level 3: The Starman

You can spend one use of your Channel Divinity to become a bright pillar of hope in the battle, giving hope to your allies in the deepest of their spirits. You gain the following benefits for 10 minutes or until you end this transformation (No action required). Additionally, once per day, if you are not in combat, you can gain the second one of this effects without using your Channel Divinity.

-When you transform and at the start of your following turns, you and any ally at 30 ft of you regain 1d10+your Paladin level of their missing Hit Points. If you or any ally at 30 ft of you has no missing hit points, they gain the same amount of Temporary Hit Points instead. This temporary hit points doesn't stack and they last until the end of your next turn.
-You gain Advantage in any Charisma (Persuasion or Performance) check that you made to avoid, resolve or end a fight or conflict between you and/or others creatures.
-While transform, you or any ally at 15 ft of you can take a Reaction when they are about to make a Strength, Constitution or Wisdom Saving Throw to gain Advantage on that saving throw.

Level 3: Kind Spirit

Your will, your wisdom and your heart makes you really good when it comes to help other people. You can take the Help action as a Bonus Action and you can use it to help any non-hostile creature at 15 ft of you. Also, now you can use the Help action to end the Prone condition on a creature at 5 ft of you instead of give them Advantage.

Level 7: Aura of Hopefulness

Your presences inspire your allies to give all they have to overcome the difficulties and keep fighting. Any ally that star his turn in your aura of protection gains Heroic Inspiration if they don't have it already.
Additionally, if any ally start his turn in your aura of protection with the Unconscious or Incapacitated condition, that condition ends on him unless they have 0 hit points.

Level 15: Man of Steel

Your radiance hope wherever you go, fulfilling the souls of the innocents with optimism and your enemies with a burning feeling of regret. Your attacks now deals Force or Radiant damage (you chose) instead of their normal damage and you can add your Charisma modifier to the damage rolls that you make with Melee weapon attacks. Additionally, once per Long Rest, when you cast a spell on an ally using a spell slot, you can regain an expended use of your Channel Divinity.

Level 20: The Man of Tomorrow

At Lv 20, you become a man of steel that brings the dream of a better tomorrow wherever you go. When you transform using your Starman feature, you also gain the following benefits.

-You gain immunity to the Prone, Poisoned and Restrained conditions.

-You gain Resistance to Psychic, Necrotic, Acid and Force damage for the duration.

-You can use any of your Oath of Hope Spells without using a spell slot, only one per round.

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