Paladin
Base Class: Paladin

The true potential of magic is not in how powerful wizards can gain with their magic, or how they may bend reality to their very will. The true potential magic lies in a magic that only a singular being can and will ever be able to learn and control. This raw magic is what drives paladins who follow this oath forward. With each new paladin comes a new form of magic, unidentifiable by any mage or spellcaster, and unfiltered by higher powers. A magic that can only be obtained by an appreciation of what makes up oneself. By what you have achieved and have the potential to reach for, but also understanding where not to reach, and where you limit yourself. It is believed that creativity flows through limitation, and creativity allows for ones raw magic, their own life force to be unleashed and expressed onto the world. 

Oath spells

You gain oath spells when you reach paladin levels of 3rd, 5th, 9th, 13th, 17th. At each of these levels you may choose two spells to add to your spell list. These spells cannot be changed once they have been chosen. You may choose any spell that is of a level you can cast, from any spell list of any class. 

Spell choice

Choose any spell to add to your list of prepared spells. This spell does not count against the number of known spells

 

Channel Individuality

When you take this oath at 3rd level, your channel divinity becomes channel individuality. You no longer rely on the power of a higher being to empower yourself, although you still keep access to all of your channel divinity abilities.

When you take this oath at 3rd level, you gain the following two Channel Individuality options. See the Sacred Oath class feature for how Channel Individuality works.

Expressive presence. You can use your channel individuality to encourage others to express their individuality. As an action, you can choose a number of creatures of your choice up to your charisma modifier (minimum of one) that is within 30 feet of you. Each creature may use their reaction to take an attack of opportunity unprovoked.

Personal strike. You can use your channel individuality to channel your magic into your swing and produce a strike that is entirely unique to you, and never seen before by your opponent. You may choose to use this ability after the strike hits. The target creatures AC is reduced by your charisma modifier for 1 minute. At the end of each of their turns, they can make a charisma saving throw against your spell saving throw. On a success, their AC returns to normal.

Aura of Expression

Starting at 7th level, you constantly use your magic to innovate with your offense and defense while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. 

Whenever you use your divine smite, and you do so using a spell slot, your magic flows out into the area around you. You choose one creature, or all creatures within the aura, apart from yourself, and that creature suffers or benefits from one of the following effects:

  • You may split the divine smite damage between the target of the melee attack, and the chosen creature.
  • You may swap places with a creature within the aura.
  • You may heal a creature within the aura by your charisma modifier
  • You may cast a spell that is of a level below a quarter of your level in this class rounded down (minimum of 1). This spell must target the creature and cannot target yourself. 

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

Innovative smite

Starting at 15th level, whenever you make a melee attack that has divine smite damage, you can choose to alter the divine smite damage into one of the following damage types. Acid, cold, fire, force, lightning, necrotic, poison and thunder damage. If you expend a spell slot to use your divine smite, the damage ignores resistance. 

Unending Inspiration

At 20th level, you have mastered the raw magic that flows throughout your body. As an action, you can cause this magic to rush out of you, giving you the following benefits for 1 minute:

  • You are resistant to all non magical damage
  • Whenever you take the attack action, you can cast a spell as an attack. You can only do this once per turn and this spell must have a casting time of 1 action.
  • If you fail a saving throw against a magical effect, you can choose to succeed it instead. You can do this a number of times equal to your charisma modifier (minimum of 1)

Once you use this feature, you can't use it again until after a long rest. 

Comments

Posts Quoted:
Reply
Clear All Quotes