Paladin
Base Class: Paladin

The Oath of Heroes calls paladins to dedicate themselves to aiding people in need.  These are sometimes known as knights errant, free paladins, or simply wanderers or travelers.  No deed is too small, or challenge too great, as long as it helps those in need.  They provide inspiration to those they assist and examples for others to emulate.  They draw others to them, easily making friends and gaining allies, and that is where their greatest strength lies.

Tenets of Heroes

Help the People.  Walk among the people and seek those who need assistance.  Heroes help others, no matter the size of the task.

Inspire Through Action.  Actions speak louder than words.  A hero’s actions inspire those around them to be their best selves.

Face Challenges.  When a difficult situation presents itself, face it directly, and encourage your allies to do the same.  Heroes don’t shy away from adversity.

You Are Not Alone.  You draw your strength from your friends and allies, and provide theirs as well.  Trust them to watch your back as you watch theirs, to cover your weaknesses as you cover theirs.  Even if separated, their memories serve to reinforce your resolve and determination to succeed.  A hero is never truly alone.

 

Oath Spells

Paladin Level                                Spells

        3rd                        Compelled Duel, Heroism

        5th                               Aid, Warding Bond

        9th                  Beacon of Hope, Crusader’s Mantle

       13th              Freedom of Movement, Guardian of Faith

       17th                   Holy Weapon, Steel Wind Strike

Channel Divinity

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

Heroic Charisma

You can use your channel divinity to enhance your ability to interact with others.  As a bonus action, you can grant yourself advantage on charisma checks for the next 10 minutes.

Heroic Resolve

As an action, you can use your channel divinity to bolster your allies’ toughness and resolve.  Each creature of your choice that can hear you within 30 feet of you has their current and maximum hit points increase by an amount equal to your charisma modifier for 10 minutes.

Inspiring Aura

Beginning at 7th level, you emanate an aura that inspires your allies, bolstering their fighting spirit.  You and friendly creatures within 10 feet of you receive a +1 bonus to all attack and damage rolls.

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

Heroic Reprisal

At 15th level, you can punish your foes with a swift counter strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one melee weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Heroes, Head My Call!

At 20th level, as an action, you can become a beacon for heroes across time and space for 90 seconds.  When you activate this feature, you send a call for assistance and up to 7 friendly creatures can answer it.  Any creatures that answer this call immediately teleport to an unoccupied space within 15 feet of you, fully cognizant of your situation and ready for action, regardless of where they were or what plane they were previously in.  For the duration of the effect, you and any summoned creatures gain a +1 bonus to AC, all attack rolls, and saving throws.  Additionally, as a bonus action, summoned creatures can instantly return to any unoccupied space within 15 feet of you.  After the effect ends, the summoned creatures immediately return to where they were summoned from.

Once you use this feature, you cannot use it again until you finish a long rest.

Previous Versions

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