Paladin
Base Class: Paladin

To serve as an instrument of the Light is to hold an unshakable faith. Oftentimes the most dedicated paladins become fanatical in their devotion, instruments of retribution against those who dare defy the laws of the divine. These paladins are vengeful guardians of the weak—crusaders judging and punishing the wicked. Their resolute conviction in the divine order of all things assures them that victory is inevitable—but they will fight to the end to ensure that the Light prevails.

Retribution Aura

Your aura is one of raw vengeance and a desire for recompense. When an enemy attacks you or an ally within 10 feet of you with a melee attack, they must roll a Charisma saving throw equal to 8 + your Paladin level. If they fail, they take an amount of damage equal to your Paladin level plus your Charisma Modifier.

At level 13, this improves to serve your allies within 30 feet, and affects targets using ranged attacks and spells.

Hand of Hinderence

Starting at level 7, you gain the ability to thwart the actions of Evil before they happen. You select an enemy that you can see within 30 feet of you.  The enemy must make a Charisma saving throw = to 10 + your Paladin Level.  If they fail, their movement speed is reduced to five feet, and they have disadvantage on attack rolls. 

Holy Prism

You become a prism for Divine energy to enter this world. Once per Long Rest, A 15-foot cone explodes out of your front: Enemies must make a Charisma saving throw equal to 10 + your Paladin level. If they fail, they are blinded for a number of rounds equal to your Charisma modifier and take 6d6 Radiant damage. If they succeed, they take half the damage and are not blinded. This blind state can affect creatures that might otherwise be immune to Blindness, so long as they are of an Evil alignment.

Divine Storm

Ignite the area around you in a hellstorm of Holy fire and Divine Lightning, cracking the earth and burning the air itself. Once per Long Rest, In a 15 foot area around you, all enemies that can see you must make a Charisma saving throw = to 10 + 1/2 your Paladin Level. Any that fail have their movement reduced to 0, and disadvantage on attack rolls against your allies, as well as taking 10d6+20 Radiant damage.

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