Base Class: Paladin
Those that take the Oath of the Bright Blades are sworn to stand at the forefront of any struggle; a blazing light against the darkness of Krynn, or whatever world you hail from. These noble knights defend those weaker than themselves and believe all people should be treated with honor and respect. Most of these brave stalwarts are good-hearted souls and many of them have a strong sense of honor and respect for the law, though it may not always be the law of the realm. The Oath of a Bright Blades fits well with the tenets of the Knights of Solamnia, and Bright Blade paladins are common among their ranks. The Oath of the Bright Blade paladins do not require any changes to be played in other settings.
TENETS OF THE BRIGHT BLADES
- Burn Bright, standing as a blazing bulwark against the Darkness.
- Shelter the Weak, and stand against those who would harm them.
- Respect Others, no matter their station or stature.
- Do The Right Thing. Always.
Channel Divinity
Last Bastion: As a bonus action, you shout an empowered challenge to the enemy and your blade erupts with divine radiance, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. All hostile creatures within the 15-foot radius of bright light must succeed on a Charisma saving throw or be compelled to focus their targeted attacks and actions on you until the end of your next turn. At 7th level, the light radius increases to 30 feet of bright light with an additional 30 feet of dim light, and all enemies within the 30-foot radius of bright light must make the saving throw against Last Bastion’s other effects.
Shelter the Weak: When a creature you can see within 30’ of you is hit with an attack, you can use your reaction to change places with that creature in a bright flash of light. If the triggering attack required an attack roll, that roll is now compared to your armor class, potentially causing the attack to miss. If the attack still hits, you take the damage rolled.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of the Knight Protector
You emanate a protective aura that shields you and your allies from harm as long as you aren’t incapacitated, You and all friendly creatures within 10 feet of you receive a +2 bonus to your AC. At 18th level, the range of this aura increases to 30 feet.
Ironhide
Beginning at 15th level, You gain resistance to all non-magical damage.
Do Not Go Quietly
At 20th level, When you fall below half your hit point maximum, you can use a bonus action to imbue your Aura of the Knight Protector with healing magic. When you activate this ability, and at the beginning of each of your turns for the next minute, you regain hit points equal to 1d8 + your Charisma modifier. Additionally, each time you are healed by this ability, you may select a number of allies equal to your proficiency bonus + your Charisma modifier to also be healed for 1d4 + your Charisma modifier hit points. This ability cannot restore hit points beyond a creature's hit point maximum and does not require concentration. Once you use this ability, you cannot use it again until you complete a long rest.
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