Base Class: Paladin
There exists a source of light that’s placed within when a life is born: no matter how big or small.
It’s the core of heroism,
It creates dreams,
It forms the future,
And it has the ability to overcome struggles by mere belief.
This light is hope.
The Oath of Hope binds a Paladin to be a virtuous beacon within the dark, not just shielding against the forces of evil but inspiring others to push forward and overcome despair of all kinds. Known by some as Guiding Lights, these divine protectors cherish life, stand for the oppressed and advocate for prosperity in the living world. Some are devoted to Gods as heroic saviours and vessels, while others simply believe in their own - or others' - hope, with no god tied to them. Regardless of allegiance, all of them believe that hope is the lifeblood of creation.
Tenants of Hope
The Tenants of Hope are no mere promises, only those courageous enough to stare down despair and fight for their inner flame can fulfil them. The tenants place high value in protection, compassion, optimism and a desire to bolster others. They are as followed:
Protect the Flame - All beings are created with hope in their hearts, bountiful yet fragile to cruelty. Stand true and proud, shield all you can against evil’s corruption.
Fan the Flame - It’s not enough for only one to shine bright in the dark, it must take many. Inspire others to stand beside you in your efforts. Let your hope blossom theirs, and theirs blossom another.
Nurture the Flame - Hope is a limitless power, but it demands compassion and humility to remain strong. Honour those demands and venture forth to nurture those on their journey to do the same.
Maintain the Flame - There exists forces that seek to tear life apart, to destroy hope by any means. You cannot falter against such forces. Bring wonder and celebrations, remain optimistic in dark times and do not give into despair.
Oath Spells
You gain oath spells at the paladin levels listed:
3rd - Shield, Sanctuary
5th - Aid, Calm Emotions
9th - Mass Healing Word, Beacon of Hope
13th - Guardian of Faith, Aura of Life
17th - Mass Cure Wounds, Dawn
Channel Divinity
When you take this oath at 3rd level, you gain the following two channel divinity options:
Awe Inspiring - You can use your Channel Divinity to exude a divine presence of wonder that touches the hearts of others. As a bonus action, you and allies within 10 feet of you can add your Charisma modifier to Charisma (Persuasion) and Charisma (Performance) checks for the next 5 minutes.
Hope's Light - You can use your Channel Divinity to shield an ally against incoming harm. As a reaction, when an ally within 30 feet of you is attacked, you can manifest radiant light to protect them, giving them an addition to their AC equal to your Charisma modifier.
Aura of The Last Stand
At 7th level, you emit a holy aura of resilience while you aren’t incapacitated. When you or an ally within 10 feet of you takes damage that would reduce the creature's hit points to 0, that creature instead drops to 1 hit point. This feature can only activate on a creature once per combat.
At 18th level, this aura expands to 30 feet.
Divine Visionary
At 15th level, your devotion to create a better, brighter world has transcended you from within. You are permanently under the Beacon of Hope spell, and allies that remain within 30 feet of you receive the spell's benefits. Additionally, your Improved Divine Smite feature goes from 1d8 to 2d8 radiant damage.
Angel of Hope
At 20th level, you have become an angelic beacon of hope, shining the path towards prosperity and empowering all to stand beside you. You gain the following features:
As a bonus action, you grow angelic wings on your back that grants you a flying speed equal to your walking speed. These wings last until you're incapacitated, you die or you choose to dispel them (no action required).
As an action, your holy symbol imbues you with heavenly light, providing several benefits. For 1 minute:
- Bright sunlight shines from you out to 30 feet, with dim sunlight shining for an additional 30 feet. It dispels all forms of darkness and shatters mind-altering effects, ending all hostile illusion and enchantment spells within range. When an enemy creature enters this light or starts their turn in it, they must make a Constitution Saving Throw or become Blinded for 1 minute.
- When you and allies within 30 feet of you cast a spell with a casting time of an action, its casting time becomes a bonus action instead.
- Allies within 30 feet of you regain 10 hit points at the start of their turn.
Once used, you cannot use the action portion of this feature again until you finish a long rest
Previous Versions
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9/9/2026 5:19:42 AM
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