Base Class: Paladin
Paladins, who swear an oath of hope are commonly found aiding in the most forlorn battles and tending to those who have lost their faith. They stand as a beacon of light when all seems lost to their allies but take the will of their enemies, leaving them without hope.
Tenets of Hope
Give Guidance. Be an inspiration to those left hopeless, guiding them through even the most dire of situations.
Remain Hopeful. Never falter, no matter the odds. There is always a way to come out victorious.
Douse the Flame of Hope. Take from your enemies what they have taken from your allies. Crush their morale such that they won't dare to oppose you and your allies ever again.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Warding Halo. As an action, you can touch a creature (other than yourself), giving them temporary hit points equal to a number of 1d10 equal to your proficiency bonus and while they have these temporary hit points, they have advantage on Intelligence, Wisdom, and Charisma saving throws. The temporary hit points last until you finish a long rest. You can only have one creature benefit from warding halo at a time. If you grant a new creature temporary hit points through this ability, the previous one loses them.
Spark of Hope. As an action while you are in dim or dark light, you present your holy symbol to create an area of magical bright light, using your Channel Divinity. Each creature of your choice that can see you within 30 feet of you that has no form of sight other than darkvision or no special sight at all must make a Constitution saving throw. If the creature fails its saving throw, it is blinded for 1 minute. You can designate allied creatures to be uneffected.
An effected creature can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn outside the magical bright light automatically ends the effect on itself. Even if no more creatures are blinded through this channel divinity, the magical bright light remains for the ability's duration.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Hope
Starting at 7th level, you and friendly creatures within 10 feet of you gain darkvision of 60 feet or extend their darkvision by 30 feet, if they currently already have a different source of darkvision. Hostile creatures within your aura that have darkvision have the range of their darkvision halved. If other effects are already altering their darkvision, these effects are taken into account before the range of the darkvision is halved.
At 18th level, the range of this aura increases to 30 feet.
Inspiring Presence
Starting at 15th level, when an allied creature other than yourself within 30 feet of you fails on a saving throw, you can use your reaction to let that creature reroll one die rolled for that saving throw. It cannot reroll that dice again.
Aspiring Protector
At 20th level, as an action, you can push back the darkness around you, bolstering nearby allies. For 1 minute, non-magical dark light in a 30-foot radius around you becomes dim light and non-magical dim light in a 30-foot radius around you becomes bright light.
You and creatures of your choice within 30 feet of you add your Charisma Modifier to their armor class and initial damage dealt by attacks.
In addition, for the duration, hostile creatures within 30 feet of you must succeed on a Wisdom saving throw or be frightened by you. They have disadvantage on Wisdom saves rolled for this ability and can repeat that save at the end of their turn. If a target's saving throw is successful, or if the effect ends on it, that target is immune to this effect for the remaining duration.
Once you use this feature, you can’t use it again until you finish a long rest.
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