Base Class: Paladin
The most martially gifted among the devout can occasionally be convinced by their cohort to best serve the divine by being the best trained combatant and inspiring leader they can become. An emphasis on weapons skill, tactical prowess, and inspiring others to their best efforts is the essence of their oath. For these few, their duty and honor is to champion life and liberty.
TENETS OF ARMS AND AEGIS
Cut Away the Darkness.
Act decisively — with courage, compassion, honor, and wisdom — but act neither rashly nor selfishly.
Shield the Light.
Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Be the Light.
Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Turn the Opposition. As an action, using your Channel Divinity, you present your holy symbol and speak a prayer censuring those hostile to you or your cause. Each creature of your choice that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Arms and Aegis Spells
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PALADIN LEVEL |
SPELLS |
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3rd |
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5th |
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9th |
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13th |
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17th |
Additional Fighting Style
At 7th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Extra Attack
Beginning at 15th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
Avatar of Victory
At 20th level, you gain the ability to harness extraordinary leadership prowess.
- Creatures of the types aberration, celestial, elemental, fey, fiend, and undead have disadvantage on attack rolls against you.
- You and friendly creatures within 30 feet of you can’t be Charmed while you're not unconscious.
- Once per long rest, as an action, you and your allies within 30 feet of you are under the effects of a Crusader’s Mantle spell for 1 minute.
Previous Versions
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11/22/2018 12:02:36 AM
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1.0.0
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11/24/2018 2:54:04 PM
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1.0.1
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Coming Soon
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Posted Nov 24, 2018My take on a more martially skilled classic Paladin.