Base Class: Paladin
Not every paladin needs to make oaths to deities. Some paladins make oaths to themselves, and the blind and immutable faith in that oath can bring them as close to divinity as one can get.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Divine Glory. You can use your Channel Divinity to channel the divine might of your godly form. As a bonus action, you grant yourself a bonus to all Charisma (Intimidation) and Charisma (Persuasion) checks you make for the next minute equal to your Charisma modifier.
Punish Heresy. Those who sully your divine presence with hate are worthy of destruction. You can use your Channel Divinity to reveal a glimpse of your true, gloriously divine self to those that would harm you. As an action, all creatures you choose that can see you within 30 feet of you must make a Wisdom saving throw against your spell save DC or become frightened by you for one minute. Whenever you hit a creature frightened by you in this way with a weapon attack, it takes an additional 1d8 radiant damage. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful save. If you hit a creature frightened in this way, it has disadvantage on its next saving throw against this effect.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Deification Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
Bless, Protection from Evil and Good |
|
5th |
Aid, Spiritual Weapon |
|
9th |
Dispel Magic, Haste |
|
13th |
Aura of Purity, Guardian of Faith |
|
17th |
Hallow, Legend Lore |
Aura of Bravery
When you use your Channel Divinity, you can grant temporary hit points equal to your paladin level to a number of creatures within 10 feet of you equal to your Charisma modifier plus your proficiency modifier (including yourself) for one minute. While a creature has these temporary hit points, they can’t be charmed or frightened. If a creature is already charmed or frightened when it gains these hit points, the effect is suspended and it has advantage on saving throws to end the effect while it has temporary hit points remaining.
At 18th level, the range of this aura increases to 30 feet.
Divine Will
As you will it, so shall it be. And any who stand in your way shall be laid bare against the might of your will. Starting at 15th level, the sheer strength of belief you have in yourself momentarily powers your attacks. When you use your Divine Smite, you can choose to empower it, increasing the damage dice of that Divine Smite to d12s. You can use this feature a number of times equal to your Charisma modifier, and you regain expended uses at the end of a long rest.
Holy Revelation
At 20th level, your pure divinity shines like the sun, burning away the nonbelievers. As an action, you can assume your true, divine form, gaining the following benefits for 1 hour:
- You have advantage on all Charisma checks you make and on all saving throws against spells and magical effects.
- You gain immunity to necrotic and radiant damage, and a flying speed of 30 feet. If you already have a flying speed, this increases it by 10 feet.
- Your weapon attacks deal radiant damage, and deal an additional die of damage.
Once you have used this feature, you can’t use it again until you finish a long rest.
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Posted Oct 3, 2021Hey! just to let you know that the spells are not prepared ^^ Figured you might want to know about that since I've been going through a lot of these classes to make sure they all work