Base Class: Paladin
Paladins.. Warriors who take the Oath of Purity hold themselves accountable for their mistakes. They strive to learn and adapt their own state of mind into paradise. To attach themselves to their soul and move in syne with their body. Purity warriors train not just their body but the mind itself. Using this control of the mind and body to cling on to the surrounding world, and use it against any who deem unnatural or impure. They fight not just the villain but themselves both physically and mentally.
These paladins share the following tenets:
- Keep yourself cleansed of any and all alcohol.
- Uphold yourself.
- Withhold your mind over body.
Level 3: Oath of Purity Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Purity Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Purify Food and Drink, Shield of Faith |
| 5 | Mind Spike, Find Traps |
| 9 | Counterspell, Magic Circle |
| 13 | Freedom of Movement, Death Ward |
| 17 | Telekinesis, Mislead |
Level 3: Honing Sense
You’ve cleared your mind, and sharpened your senses.
As a Bonus Action you can expend a Channel Divinity to do one of the following:
- Gain Advantage on perception checks, and can see through magical, and real darkness for the next 10 minutes.
- Increase movement speed by 10ft for 10 minutes.
- Gain Advantage on Concentration check for 10 minutes.
Level 7: Aura of Purity
You and your allies have Immunity to the Blindness and Deafened condition while in your Aura of Purity. If a Blind or Deafened ally enters the aura, that condition has no effect on that ally while there.
Level 15: Keen Blade
When you roll to hit a target you can use your reaction to inflict additional damage. This bonus equals your Wisdom and Charisma modifier (minimum of +2). If the attack misses you still do the additional damage. You gain Advantage on saving throws from that target until the beginning of your next turn.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 20: Pure Soul
As a Bonus Action, you gain the benefits below for 10 minutes. Once you use this feature, you can’t use it again until you finish a Long Rest.
Mental Resilience. Your mind is magical steel giving the following benefit: Immunity to psychic damage, and gain 30ft of Truesight.
Adaptive Presence. Your mind is your sixth sense, you can feel and see any presence within a 60ft sphere of yourself. This can list from movement, spells being cast beyond walls, invisible creatures, conditions that creatures might have. Basically, your mind is able to adaptively understand the surrounding area and those in it.
Calm Strike. Once on each of your turns when you hit a target you can choose to cause that damage to be delayed until Pure Soul is deactivated. Enabling you to choose when the target receives the damage taken. The target doesn’t acknowledge that it was hit and will never know until you choose to cause the damage.
Pure Soul
You have connected your soul to your body, and your body to your soul. They have intertwined into a single motion enabling yourself to great feats. As a Bonus Action, you gain the benefits below for 10 minutes. Once you use this feature, you can’t use it again until you finish a Long Rest.
Mental Resilience. Your mind is magical steel giving the following benefit: Immunity to psychic damage, and gain 30ft of Truesight.
Adaptive Presence. Your mind is your sixth sense, you can feel and see any presence within a 60ft sphere of yourself. This can list from movement, spells being cast beyond walls, invisible creatures, conditions that creatures might have. Basically, your mind is able to adaptively understand the surrounding area and those in it.
Calm Strike. Once on each of your turns when you hit a target you can choose to cause that damage to be delayed until Pure Soul is deactivated. Enabling you to choose when the target receives the damage taken. The target doesn’t acknowledge that it was hit and will never know until you choose to cause the damage.
Activate Pure Soul
As a Bonus Action, you gain the benefits below for 10 minutes.
Mental Resilience. Gain Immunity to psychic damage, and gain 30ft of Truesight.
Adaptive Presence. You can feel and see any presence within a 60ft sphere of yourself.
Calm Strike. You can delay damage.
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