Paladin
Base Class: Paladin

Protect the Balance.  When entities threaten the peace and stability of the material plane, you answer the call to action.

Entrust the Worthy.  Knowledge of the eldritch horrors that lay beyond the material plane is something few can handle.  You protect these secrets from those who would be destroyed by them, only revealing to those with the wisdom and insight needed to wield them.

Power is Derived from Understanding.  While the Abyss is thought to be bottomless and full of horrors beyond imagination, there is strength to be found within its depths.  You seek to understand the Abyss and all it contains so that when the time comes, you may triumph over it.

Duty is Paramount.  Life has a way of testing the strong.  No matter how small or large a choice must be made, the Abyss is always watching.  Nothing is more important than keeping the horde at bay.

Channel Divinity

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

Forbidden Enhancement.  You can use your Channel Divinity to utter words of prayer.  As an action, you present your holy symbol and choose a number of creatures you can see within 60 feet of you equal to your Charisma modifier.  A chosen creature gains knowledge from within the Abyss, and for 1 minute has advantage on Wisdom checks and saving throws.

Stygian Thirst.  You can use your Channel Divinity to draw energy from the Abyss.  As an action, you can choose a number of creatures that you can see within 60 feet of you equal to your Charisma modifier.  Wisps of black ink from the Abyss begin to drip from an affected creature’s body for 1 minute.  Once per turn, when an affected creature deals damage, they deal an additional 1d6 necrotic damage and heal by the same amount.  The damage and healing amount will increase to 1d8 (10th level), 1d10 (15th level), and 1d12 (18th level).

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Warden Spells

Agile Defender

Beginning at 7th level, your vigilant gaze no longer protects only yourself.  When a friendly creature within 10 feet of you is hit with an attack, you can use your reaction to give that creature temporary hit points up to your Proficiency Bonus times your Charisma modifier.  These temporary hit points come out of your Lay on Hands pool, and you cannot use this ability when the pool is empty.

At 18th level, the range of your defense increases to 30 feet.

Chromatic Fury

At 15th level, you learn to make use of other powers to combat your foes.  Similar to your harnessing of the Abyss, you now can channel the chromatic elements.  After you finish a long rest, choose a damage type from fire, cold, lightning, acid, or poison.  You are resistant to that type until the end of the next long rest, and any hostile creature that ends it’s turn within 10 feet of you takes 2d8 damage of the chosen type.  The damage does not pass through cover.

Immortal Hunter

At 20th level, you can unleash both the full force of your divine power and the unholy influence of the Abyss.  Your wrath is unrelenting, and your enemies have gone unpunished for long enough.  

Using your action, radiant and necrotic energy swirls around you for 1 minute, and you gain the following benefits:

  • Damage that would reduce you to 0 hit points is negated.  This ward can be used a number of times equal to your Proficiency Bonus.
  • You are resistant to Radiant and Necrotic damage, and immune to the damage type chosen with the Chromatic Fury ability.
  • As a bonus action, you can choose a number of creatures up to your Charisma modifier that you can see within 60 feet of you.  Black and white tendrils reach out and attempt to grapple them.  Each creature must make a Strength save against your spell save DC or be pulled to the closest unoccupied space near you.

You cannot use this ability again until you finish a long rest.

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