Base Class: Paladin
Paladins who take up arms with the Oath of Hope are bound by honor to protect the peace and deal justice when needed.
To Accept this Oath you must follow the Law of Hope and Swear to forever walk in its Radiance, it is as follows:
"I (Person's Name Here) Swear the Oath of Hope, for in the name of (Deity's Name Here) I now and forever Vow:
to Protect the Peace of the Innocent, to Bring the Light of Justice to the Wicked, and to Forgive those those who seek Redemption.
May the Light of Hope Shine with Peace on Justice on the World and may this Divine Power Shine Forever True."
Law of the Oath:
1) Protect the Peace of the Innocent:
(Never start conflict yourself unthreatened and without reason).
2) Bring the Light of Justice to the Wicked:
(To those who threaten innocence, may your blade strike them down swiftly).
3) Forgive those those who seek Redemption:
(If a Sinner truly desires to walk in the light, teach them how, however be not a fool for for more often than not they will lie to cheat victory).
Oath Spells
3rd-level Oath of Hope feature
You gain oath spells at the paladin levels listed in the Oath of Hope Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Hope 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 |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Blazing Will. You can use your Channel Divinity to Emit the light of justice. As an action, you force each non-Good aligned creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature has disadvantage on attack rolls and cannot concentrate on spells, the creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Bending Fate. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +5 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Aura of Hope
Starting at 7th level, you can shield others 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.
Starting at 7th level, you can shield others 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.
Unbreakable Light
Starting at 15th level, you have advantage on saving throws to avoid becoming charmed.
Beacon of Light
20th-level Oath of Hope feature
You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:
- You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
- Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
- If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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