Paladin
Base Class: Paladin

Tenets of the Professional

Be Polite: You have no personal vendetta against the things you kill, it’s just business. Respect your opponent, or you could be the one being hunted

Be Efficient: Death can be scary for weaker creatures, it is your duty to put them down mercifully, as quickly as possible. 

Have a plan to kill everyone you meet: The bonds you forge are fragile. Most creatures have enemies, and most enemies would pay a mighty price to have your “friends” head on their doorstep. Be wary of those you trust 

Channel Divinity

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

No Running. You have learned how to slow others attempting to escape. As a reaction, when you see a creature within 60 feet of you take the dash action on its turn, you can direct a wave of force at the creature. The creature takes force damage equal to your Paladin level, and it’s speed is halved until the start of your next turn.

Quickened Blow. Before the start of combat, you can present your holy symbol and whisper a prayer of speed. You gain a +5 to your initiative roll. Additionally, the first creature you hit after using your channel divinity this way takes an extra 2d8 of your weapons damage type. 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Professional Spells
Paladin Level Spells

3rd

guiding bolt, hunter’s mark

5th

hold person, invisibility

9th

haste, slow

13th

greater invisibility, dominate beast

17th

hold monster, dominate person

Aura Of The Gentleman

Starting at 7th level, you constantly emanate an inspiring aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

While in this aura you and any creatures you choose have advantage on ranged attack rolls, and ranged attacks rolls against any creature you choose have disadvantage 

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

Maximum Efficiency

By 15th level, you‘ve learned to take advantage of the momentary shock after a kill. When you reduce a creature to 0 hit points, you can cast a spell with a casting time of one action and a range of self or touch as a bonus action.

Unrivaled Mercenary

At 20th level, you can assume the form of a divine huntsmen. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • You gain immunity to bludgeoning, piercing and slashing damage from non-magical weapons
  • You gain advantage on wisdom checks and saving throws
  • You can choose any non-magical ammunition within 30 feet of you. The ammunition gains a +1 to attacks and damage rolls and is considered magical for the purpose of overcoming damage resistance and immunity to non-magical weapons. Once your transformation ends, the ammunition returns to normal

Once you use this feature, you can’t use it again until you finish a long rest.

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