Base Class: Paladin
Oath of Resistance. (the seemingly chaotic paladin)
Paladins that take this oath often do so when someone in power abuses it and they decide to dedicate their life to taking a stand against such abuse. A paladin might take this oath when they first learn to take up arms, or when a paladin that has already taken another oath defies their superiors for the right reasons. Paladins that believe in these reasons just as strongly as their original oath are granted the power to even defy the penalty of becoming the fallen oathbreaker paladin.
Tenets:
*Never bend blindly to the whim of those in positions of power. Always understand their motives before you decide to support them.
*When you decide to do something, always do so to the best of your ability and wisdom. The lethargy in the hearts of the people is what allows wicked to rise to power. You must be an example acting as a beacon against this.
*Regularly reevaluate your old beliefs and skills. You may find new ways of doing things.
*Embrace change as good, but temper your zeal with wisdom. Too much change at once can cause more harm than good if you are not careful.
*Bonds are good, but do not become too attached to anything. It can blind you from everything else.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Defiance Spells.
3rd Expeditious Retreat, Shield
5th Zone of Truth, Knock
9th Counterspell, Beacon of Hope
13th Freedom of Movement, Arcane Eye
17th Wall of Force, Mass Cure Wounds
Channel Divinity
When you take this oath at 3rd level, or when you change over from another paladin oath to this oath, you gain the following two Channel Divinity options.
Candid Stalwartness
You can use your action to have your presence as a paladin grab the attention of those around you. When you do so, you radiate desire to seek out deception and stand against injustice, granting temporary HP equal to your paladin level plus your charisma modifier to yourself and up to six other willing creatures within 30 feet of you of your choice for ten minutes. You and the creatures chosen are granted advantage on insight checks for the next ten minutes as well.
Clarity of Thought
As an action, you can center yourself to project a sense of calmness for yourself and up to six other willing creatures within 30 feet of you of your choosing. For ten minutes you and the chosen creatures gain resistance to psychic damage and advantage on saving throws against being charmed, possessed or being compelled to do or refrain from doing anything. Additionally, you and the chosen creatures have advantage on perception and investigation checks for the same ten minutes.
[Variant play: Lingering Divninity]
[Variant play : Lingering Divinity. If you and your DM wish to play your Oath of Defiance paladin as a fallen paladin who had a prior oath and still has some moral attachment to it, you may choose to make a substitution for the Channel Divinity option Clarity of Thought for another Channel Divinity from your prior Paladin Oath and may choose to still play to the old tenets as secondary tenets. (Secondary tenets should be purely optional)]
Aura of Vigilance
Your warrior spirit has been honed to a point that hostile intent becomes almost a tangible to yourself and those that fight close enough beside you to sense it through you.
At level 7, as long as you are conscious you and all friendly creatures within 10 feet of you cannot be surprised and can apply your charisma modifier to perception checks you or they make in an effort to find hostile creatures or against a hostile creature's attempts to hide. (minimum +1).
At paladin level 18, this range increases to 30 feet.
Resolute Conditioning
Your resolve and dedication to your way of life has caused your mind and body to become accustomed to the endless fight. At level 15, you cannot be put to sleep against your will through magic and no longer require sleep to avoid exhaustion or to benefit from rest. Additionally, you suffer none of the effects of old age and can't be aged magically.
Final Stand
At 20th level, your sheer level of defiance to greater powers becomes a beacon to those that fight beside you.
Using your action, you magically become an avatar of resistance, gaining the following abilities for one minute.
*You have resistance to all damage and are immune to effects that cause immediate death such as those found in the Disintegrate and Power Word Kill spells.
*You may take an additional action on your turn. This additional action can only be used to perform the Lay on Hands, Cleansing Touch or disengage actions.
*Any critical strike against you or a friendly creature within 30 feet of you becomes a normal strike instead, and if a creature under this effect would roll a saving throw with disadvantage, they role normally instead.
After using this ability, you cannot use it again until you finish a long rest.
Previous Versions
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1/16/2020 1:57:39 AM
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1.9
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Coming Soon
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