Paladin
Base Class: Paladin
  1. Created by the silver dragon Ithylamox, the Vow of the Taax'e is at least a thousand years old, and is taken by each hatchling who leaves the tribe. The dragon, disturbed by the unbalanced state of the world, sought to create a group of warriors who were capable of combating threats natural to the plane of Htrae and those which may come from beyond.
     
    The Taax'e who take the oath swear by these three commands.
     
    Preserve Life- Innocent life, sentient or otherwise, must be protected. You must both defend life, and hunt those who would violate the sanctity of it.
     
    Kindle Hope- Even in the darkest times, your light will fight back against despair. Your steadfast determination, dedication to do good, and kind nature will provide comfort and hope to those who may have lost their way. If one who was not naturally evil and once threatened life has repented, you must guide them on the path to redemption.
     
    Remain Watchful- In a world out of balance, evil could threaten life at any time. You must be prepared to act at any moment to help those in need.

Oath Spells

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

Oath of the Taax'e Spells
PALADIN LEVEL SPELLS
3rd banishment, chromatic orb
5th moonbeam, misty step
9th counterspell, nondetection
13th ice storm, banishment
17th hold monster, hallow

Channel Divinity

3rd-level Oath of the Taax'e feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Nature’s Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action.

Aura of Warding

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

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

Vigilant Rebuke

15th-level Oath of the Watchers feature

You’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.

Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

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

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