Base Class: Paladin
Knights of the Talarian Empire were chosen and put through many tests. These tests killed several great soldiers and left most others that serviced disabled or mentally scared in some way.
Oath Spells
You gain oath spells at the paladin levels listed.
3rd-Shield, Identify
5th-Silence, Misty Step
9th-Incite Greed, Intellect Fortress
13th-Sickening Radiance, Banishment
17th-Scrying, Mislead
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Peace-As an action you force all creatures within 20 ft. to have disadvantage on their attacks until the end of their next turn.
Quiet-When you make an attack you can choose to imbue it with a Silent Smite. This deals an additional 2d6 radiant damage and silences the target for 1 minute.
Aura of Ariel
Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creature of your choice within 10 ft. of you can sense illusory images and effects easier. When making a check to discern illusions from real.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
No Escape
Starting at 15th level when a creature is attempting to teleport is melee range you can use your reaction to make an attack. If you successfully strike the creature the teleport is cancelled, and your deal an additional 1d12 damage.
Forged Epitome
At 20th level you are the pure embodiment of your ideals and you will be remembered for all those you have both slain and saved in the name of Ariel. For your sacrifice, you can now use an action to gain the following effects.
-You can not be fooled by illusions.
-You can sense the casting of magic up to 120 ft. away.
-When moving toward a creature that cast a spell on the prior turn you can move an additional 10 ft.
-You creature who is casting a spell. (you can do this reaction multiple times)
Once you use this feature, you can’t use it again until you finish a long rest.
Comments