Paladin
Base Class: Paladin

There is no reward for true heroism.  There is no recognition, or glory.  For true heroes, those who wake up each morning, choose to devote their day to doing the right thing, doing the hard work to fix problems, and cheer on others who strive for excellence, there are no banners or parades.  There are many who will berate your failure.  There are those who will call your adherence to good in spite of the lack of reward foolish.  They will mock you.  You are not the hero people desire... but you are the one they need.  And in quiet moments, when a child thanks you for fixing their toy, when an old enemy reaches out a hand in friendship, or when good triumphs the day, you may hold your head proud that you swore the oath of Failure.

The Oath of Failure will not reward you with massive power strength.  There will be moments when you wonder why you would choose this path.  You eschew glory in favor of righteousness.  You forgo success for fairness. 

Bear always These Tennents

There is no need for Glory, Righteousness is it's own reward

There are no short cuts, any deed worth doing is worth doing right

You are not a judge, bring no judgement on others

Evil shall not be suffered, but mercy shall be given to all

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

Paladin Level Spells
3rd Sanctuary, Ceremony
5th Enhance Ability, [Tooltip Not Found]
9th beacon of hope, remove curse
13th Death ward, Circle of Power
17th Hallow, Skill Empowerment

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.

Faith of the Undaunted. You can use your Channel Divinity to make your allies more resilient.  You call out to your allies, and grant up to three of them in a 30ft radius temporary hit points equal to twice your Level in this class, and cleans fear, charm, and poison effects, and they are immune to those effects for 1 minute.

Stand strong. You can use your Channel Divinity to restore an ally even on the brink of death.  As an action OR reaction, you can use your channel divinity to fully restore the hit points of one being you touch, and grant them advantage on all saving throws for the next minute.  If the being you use this on was at 0 hit points, they stand up as a free action.  If you used this to restore a being from 0 hit points, you must reduce your current hit points by half

Aura of Humility

Starting at 7th level, you constantly emanate a meek and non-threatening aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

All creatures within then feat of you perceive you as friendly, and non-threatening.  Good aligned beings are likely to wish to befriend you.  Chaotic aligned beings find you strange, and possibly interesting.  Lawful aligned beings are likely to ignore you as "not a problem".  And Evil beings find you annoying, but not worth the hassle.  This can only be dispelled by you actually dealing damage to someone.

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

Can't Keep a Good Paladin Down

Starting at 15th level, If you survive being knocked unconscious by stabilizing, either by successful death saves or an effect like spare the dying, you instead regain 1 hit-point and may spend a reaction to stand up.  If an ally heals you, you automatically regain the maximum amount of health.  If this happens as a result of a group heal, everyone regains the same amount of health you did

Your aura's do not stop working until you are completely dead.  Even if you are unconscious, your auras remain active, this includes any spell who's title includes the word "Aura"

Unbeatable

At 20th level, you gain the ability to harness extraordinary reserves of resolve. As an action, you can magically become an Paragon of Heroism, gaining the following benefits for 1 minute:

  • You will not suffer damage until the minute is over, at which point you will take all damage dealt to you as force damage.
  • When a creature you choose in your aura range takes the Attack action, they do so with advantage
  • all creatures you choose in your aura range who make attacks score a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you can’t use it again until you finish a long rest.

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