Paladin
Base Class: Paladin

The Oath of Heroics is an oath to not be taken lightly. These golden knights swear themselves to Heroics, to be a beacon of hope for the weak, and a being to be feared by the cruel and strong. These men seek to make themselves into legends, and to help out those who need it.

Tenents of Heroics

Help those who need it. Always help the weak and the poor, even at times when it is inconvenient.

Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Courage. Never fear. Always be brave and couragous, even in times of peril.

Legends. Seek to do the unthinkable, things that have never been done before. Being heroic has no purpose if it isn't being told for stories. Lessons are lost to those who don't share your adventures.

 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

 

• Fateful Mark. You can use your Channel Divinity to make your heroic mark on the world, with your actions weaving the world around you with your heroics. Whenever you roll an ability check or saving throw, before the final results of the roll are determined, you may change the roll to a 20.

• Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 10-foot radius and dim light 5 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Aura of the Gardians

Starting at 7th level, you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

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

Unconquerable

Starting at 15th level, you gain a bonus to your AC equal to half your proficiency bonus (rounded down). You take 3 less damage from bludgeoning, slashing, and piercing damage from melee attack rolls.

Final Stand

At 20th level, you may use a bonus action to transform. When you do so, for 1 minute you gain the following effects: You glow with 30 feet of bright light, and then 20 feet beyond of dim light. Your movement speed increases by 10 feet, and friendly creatures within a 30 foot radius of you that can see you gain a bonus to their attack rolls and saving throws equal to your Charisma Modifier. 

When you drop to 0 hitpoints, you are instead brought back to 40 hp. This ability ends, but other spells and effects do not. While you are in this state, you glow dimly for 20 feet, and you have a -10 to attack and damage rolls. These effects end when you finish a long or short rest, and you can only use this feature once per long rest.

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