Paladin
Base Class: Paladin

In a world where Gods once roamed the Earth, and their existence is consistently proven daily, you still believe in a false god. You obviously don’t know this, but everyone else does. You will be able to summon your beliefs to aid you in battle. You stick to what you believe in, and have to power to convince people of anything through your arguments.


You can’t win an argument against an idiot, they’ll bring you down to their level and then beat you with experience.

Channel Divinity

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

Blade of Ignorance. As an action, you can imbue one weapon that you are holding with confused energy, using your Channel Divinity. For 1 minute, you subtract your Intellect modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 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.

Big Words - As an action, you can attempt to convince a creature or person of anything. Each thing that can see or hear you within 30 ft. must make a INT saving throw, with a DC of 20 minus your INT score. On failure, it is convinced for 1 minute or until it takes damage.

You also get advantage on Persuasion and Deception rolls for 1 minute.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Ignorance

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. This is due to everyone’s feeling smarter because they are around you.

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

Complete Ignorance

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Ignorant Glow

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

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

Comments

Posts Quoted:
Reply
Clear All Quotes