Paladin
Base Class: Paladin

Justice cannot only be won by the sword - for lasting change, you have to change the system.  An Oath of the Herald paladin focuses not just on the combat aspects of a paladin, but also strengthening the paladin's skills as an orator, bringing the voice of necessary and equitable change into the sometimes corrupt yet always challenging halls of the government.

TENETS OF THE HERALD

An Oath of the Herald Paladin swears to be the voice for the unheard, both on the battlefield and in the throne room.

Public Servant.  It is my job to serve the needs of the people, and not the law that governs them.

Altruistic Politician.  The greatest good is always the fight.  Sometimes, I must play the long game before the greatest good can be achieved.

Speak Truth to Power.  No matter your station, you must hear the truth of your wrongdoings when the time is right.

Reveal and Fight Injustice.  When faced with injustice against those who cannot right it, I must reveal it to those who have the responsibility to fix it.  If they refuse to fix the injustice, it could mean their career...or their life.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Herald Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

Paladin Level Spells
3rd Tasha's Hideous Laughter, Thunderwave
5th Shatter, Silence
9th Thunder step, Counterspell
13th Dominate Beast, Confusion
17th Mislead, Dominate person

Channel Divinity

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

Emissary of Change. You can use your Channel Divinity to augment your presence with divine power.  As a bonus action, you grant yourself a +5 bonus to Charisma (persuasion) checks for the next 10 minutes.

Energize the Masses. A number of creatures equal to your Charisma modifier that you can see within 60 feet gain a number of hit points equal to 1d8 + half of your Paladin level.

Aura of Inspiration

You emit an aura of inspiration while you aren’t incapacitated.  During combat, you can choose to activate this Aura as a bonus action.  Starting at 7th level, all allies within 10 feet of you gain a free d4 Inspiration die.  They may spend the d4 on any attack roll, ability check, or saving throw.  Alternatively, you may mark an enemy within your aura's range; their next attack roll, ability check, or saving throw made is reduced by 1d4.

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

Feedback

Starting at 15th level, those who dare to strike you is hit by a very loud, high-pitched screech of feedback. Whenever a creature hits you with an attack, that creature takes Thunder damage equal to your half of your Paladin level (minimum of 1) if you’re not Incapacitated.  The attacker must also make a CON save against the Paladin's spell DC; if they fail, they are Deafened and cannot use reactions until their next turn.

Sonic Overload

At 20th level, your aura now resonates with the sound of the deific planes.  You can use your action to gain the following benefits for 1 minute:

  • One enemy under the effect of your Aura can be given disadvantage when attacking either you or an ally.
  • All enemies within the Aura must make a save versus your spell save.  If they fail, they take 2d8 Thunder damage.
  • Due to the sonic forces, all enemies within a 30ft radius of you move at half-speed.

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

Previous Versions

Name Date Modified Views Adds Version Actions
4/22/2021 4:23:54 PM
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Coming Soon

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