Paladin
Base Class: Paladin

Oath of Valor

The Oath of Valor binds a paladin to the Valorous ideals of Honor and Courage. Sometimes called Valkyries, Battlemaidens, or holy warriors, these paladins meet the ideal of fierce fighter acting with honor in pursuit of Victory. They are known for carrying fallen warriors to Valhalla, but not all warrior get to live in eternal glory, the souls of the unworthy are sent to Helheim.

TENETS OF VALOR

Though the exact words and strictures of the Oath of Valor vary, paladins of this oath share these tenets.

Triumph. You enter Battle for Glory.

Courage. Never fear to act, though caution is wise.

Victory in death. Don't fear death, fight to the end.

Honor. Never kill and unarmed opponent, there is no honor in murder.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Holy Arsenal. As an action, you can call a weapon that you own to your hand and imbue it with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). You can add 1d4 radiant damage to your attack rolls with the weapon. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If thrown or dropped you can use a bonus action to call the weapon back to your hand. You can end this effect on your turn as part of any other action or if you fall unconscious, this effect ends.

Wings of Victory. As an action, you grow a pair of beautiful white feathery wings that allow you to fly, glide or slow your fall with a flying speed of 30ft. The wings disappear after 5 minutes or when you get knocked unconscious.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Valor Spells

Aura of Courage

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Summon the Worthy

Beginning at 15th level you can use an action to summon 1d4 warrior spirits from the afterlife who appear within 30 feet of you. They use the statistics of a Knight. They return to the afterlife after 15 minutes or when they drop to 0 hit points. You need to use a long rest to regain this ability.

Light of Dawn

At 20th level you can use an action to tear open the sky allowing holy light to shine through the dark clouds above. Healing you and your allies within 60ft for 3d6 and damaging any undead within that range for 3d6 radiant damage. Your attacks have advantage for 5 minutes, to regain this ability you must take a long rest.

The Ride of the Valkyries

Previous Versions

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1/18/2020 3:57:50 PM
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