Base Class: Paladin
Paladins of this path pledge their Oath to one goal: to become the ideal knight, a hero to all.
Soldier on Horseback
As a valiant knight, your main specialty is mounted combat. You gain a beast mount of a challenge rating of 1/2 or less. You can upgrade your mount at level 7, challenge rating of 1. you can upgrade your mount again at level 12, challenge rating of 2. you can upgrade your mount one more time at level 16, challenge rating of 3. While atop your mount, you have advantage on attack rolls. You are also proficient with animal handling.
The Knightly Virtues
You abide by five virtues, and your devotion has granted you various abilities. As you level up, you choose to become proficient in other virtues but every knight needs a starting virtue.
Chastity
You are advantaged on charisma saving throws and cannot be charmed.
Courtesy
You gain +2 to all charisma ability checks and gain +1 to attack that use dexterity.
Fellowship
When allies are within 5ft of you, they gain 1d4 on attack and ability rolls.
Generosity
When an ally fails a saving throw, you can use your reaction to make yourself disadvantaged on your next save and allow your ally to reroll. The ally must be within 15 feet of you.
Piety
As an action, you gain a mercy ability. If a creature has less than half of it's health, you can choose to spare it. The creature must roll a charisma saving throw. On failure, the creature is magically compelled to stand down and disengage from combat.
Heroic Smite
When you use smite on a creature that has any evil alignment, cast smite again for no action. If you are evil, then cast smite again for no action if the creature you're smiting is any good alignment.
Heroic Shield
To defend the weak, you can use your action to protect you allies. You gain 3d10 temporary health, and when you and any other creature are targeted by an AOE attack, you take the damage for yourself and any other creature you choose to defend.
Last Stand
You are able to expend your Channel Divinity to become immune to all damage until the end of your next turn. You can only use this if you have 1/3 or less of your health and you become incapacitated after the spell.
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