Paladin
Base Class: Paladin

The Battle Torn Paladin serves no god or king. They are ruled by only what they hold dear. They have been in wars and seen its tragedies, been in the sick houses watching the life leave their diseased eyes with no one to hold their hand at their hand. You have carved down soldiers in the names of kings and Gods  only to be met with handshakes and pouches of gold. But will these bring you closure?  Will they keep your mind from cracking under the barrage of endless nightmares? No. Only you can stop this. And with that power you can bring about  your own destiny...or ruin.

Split Oaths

Your Oaths have become a swirling rage of personalities and ideals. You  hold nothing sacred lest it come from you and you alone. No one rules you or grants you power. Your life is the one that matters above all else. 

Sharon (Diligent Oath)

This Oath represents the weariness of a long career in heroism. You knows the doctrine backward and forward, but you treats it more like a set of guidelines than absolute laws. You is the ultimate pragmatist. If helping an old lady across the street doesn't offer a reward, a clue, or a tactical advantage, you’ll likely walk right past her. In combat, you are efficient but unmotivated until you or someone you actually care about is in genuine danger.

Hardy Fortitude

3rd-level Battle Torn Paladin feature

You know some battles are not won by strength, but by outlasting your opponent. Whenever you hit a creature with a smite spell, you gain Temporary Hit Points equal to twice your Armor Class.

Ethereal Defense

3rd-level Battle Torn Paladin feature

As a reaction when an ally you can see within 30 feet of you is dealt damage, you can expend one use of your Channel Divinity to conjure an ethereal shield in front of the ally to prevent that damage.

Oath Spells

3rd-level Battle Torn Paladin feature

When you reach a Paladin level specified in the Battle Torn Paladin Spells table, you thereafter always have the listed spells prepared.

Oath Spells

Paladin Level Spells
3 Sanctuary, Shield
5 Aid, Warding Bond
9 Counterspell, Wind Wall
13 Otiluke's Resilient Sphere, Stoneskin
17 Hallow, Wall of Force

 

 Neilious (Selfish Oath)

You are a charlatan wrapped in holy vestments. You use the weight of the Doctrine and your paladin status to bully, manipulate, and dominate. You constantly reframe group decisions to ensure you come out on top, whether that means claiming the lion's share of the gold or maneuvering yourself into a position of leadership. You are incredibly self-absorbed; if a party member is injured, you lament how their slowing down affects your timeline, rather than their well-being.

Targeted Strike

By 7th level, your selfish views come to the forefront at times. You can use your Channel Divinity to strike with divine accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +5 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. The bonus is another +5 if one of your parties are within 5 ft. of the enemy, but they must make a Dexterity save against your spell DC to avoid taking damage.

Pompous Rebuke

Those who strike you with a non-magical attack are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.

Graph (Divine Oath)

This Oath is the embodiment of the Lawful Good alignment taken to its absolute extreme. You do not simply follow the rules; you are enslaved by them. To you, the world is black and white—there is the Doctrine, and then there is chaos. You speaks in formal, rigid tones, often quoting passages from your holy texts or the local laws of the land verbatim. You possesses no sense of nuance; a starving man stealing bread is just as guilty as a merchant swindling thousands. In combat, you fight with a stoic, mechanical precision, viewing violence as an unpleasant but necessary sanitation duty.

This Oath is the embodiment of the Lawful Good alignment taken to its absolute extreme. You do not simply follow the rules; you are enslaved by them. To you, the world is black and white—there is the Doctrine, and then there is chaos. You speaks in formal, rigid tones, often quoting passages from your holy texts or the local laws of the land verbatim. You possesses no sense of nuance; a starving man stealing bread is just as guilty as a merchant swindling thousands. In combat, you fight with a stoic, mechanical precision, viewing violence as an unpleasant but necessary sanitation duty.

Calling of Verdict

Starting at 15th level, you see yourself worthy to decree judgement upon those you encounter. As a reaction, you may declare a creature that attacked you to be judged. You can declare the enemy Guilty on any creature that attacked you or you can even help an ally by declaring them Innocent and aiding them.

Roll a percentile die to decide verdict.

Guilty

Percentile Verdict
10-30 Gain Advantage on next attack roll.
40-70 Enemy gains disadvantage on next Saving Throw.
80-90 Enemy is Silenced and Blinded for one turn.
100 Deal 3d8 Radiant damage.

 

Innocent

Percentile Verdict
10-30 Ally gains Advantage on next attack roll.
40-70 Ally gains resistance to Bludgeoning, Slashing and Piercing damage for one turn.
80-90 Ally gains +3 to attack.
100 Cast Healing Word without expending a Spell Slot.

 

Kallista (Defender Oath)

This Oath is a representation of a fractured soul who seeks solace in gentleness because their mind is a storm. You are the antithesis of a warrior; you abhor violence and will often try to de-escalate situations even when the enemy is clearly hostile. You are the healer not out of duty, but out of a desperate need to fix things. You speaks softly, perhaps to yourself or to those you tends to, and your dialogue can be disjointed or overly focused on small, innocent details (like the shape of a flower or the color of the sky) while chaos erupts around you.

Unshakable Defense

At 20th level, you can become the ultimate shield for your allies. As an action, you can undergo a transformation for 1 minute, gaining the following benefits:

  • You gain resistance to all damage types.
  • Allies and friendly creatures within 30 feet of you gain a +3 bonus to their AC and saving throws.
  • When a ally or friendly creature within 30 feet of you is reduced to 0 hit points, you can cause them to drop to 1 hit point instead. This can occur once per round. If the ally or friendly creature is killed, you can give them advantage on their first Death Saving Throw.

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

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