Paladin
Base Class: Paladin

The Oath of the Legion calls to paladins who seek Continuance and Glory for their Legion and its cause. Defending the ancient rites and traditions of their temple they train day in and out against the fiends which seek to annihilate them. These warriors of the light excel in 1 on 1 combat specializing in Duels to boost each Legionaries Moral and elevate the Honour of the Legion.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Legion Spells

Channel Divinity

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

Overwhelming Odds. You can use your Channel Divinity to rain down spears of holy light. As an Action you a can choose a point within 45 feet causing all hostile creatures within 15 feet of the point to make a Dexterity Saving Throw vs your Spell Save DC. Creatures take 3d6 + your Charisma Modifier Radiant damage half as much on a success. For each hostile creature and illusion in the area of effect the damage increases by 1d6. Illusions within the area are instantly destroyed.

Press the Attack. You can use your Channel Divinity to inspire and heal yourself or one ally. As an Action you may choose yourself or one ally within 15 feet, healing them for your Charisma Modifier + your Proficiency Bonus and allowing them to use their Reaction to make 1 attack at Advantage.

Commander's Duel

Starting at 7th level, your command over the battlefield has allowed you to spot Enemy Heroes giving you the chance to challenge them to Duel among the Chaos. Once per combat  as a Free Action you may enforce your will for a duel against one creature within 30 feet of you that can hear you. The targeted creature must succeed on a Charisma Save with a DC equal to your Spell Save DC. If you have 2 or more allies within 15 feet of you the target has Disadvantage on the save.

A creature does not need to understand the language used to be challenged.
Upon a success the target is free of any of the following conditions and only you are under the Duel conditions.
Upon a fail the following conditions are in effect until the Duel ends.

The Duel target and you can only move towards each other using yours/their movement.
The Duel target and you both have disadvantage when attacking a creature that is not one of you.
The Duel target can not cast spells unless the spell damages you or has you make a saving throw.
Your weapon attacks score a critical hit on a roll of 19 or 20 against the Target.
Your attacks now deal extra Radiant damage equal to your Proficiency Bonus.

If the target is reduced to 0 Hit Points by an Action you preformed you may use one of your Channel Divinity features granted from this subclass as a Free Action at no cost.

The Duel will end if one of the following conditions are met.
If you or the target start your turn more than 95 feet away from each other or on different planes the Duel ends.
Upon you or the target reaching 0 Hit Points the Duel ends.
At the end of 10 combat rounds the Duel ends.

Upon a Duel ending the target is immune to this feature until the next dawn and you are both no longer under the Duel condition.

At 11th level you may use this Feature two times per combat but you can only be in one Duel at a time.
At 15th level you may use this Feature three times per combat but you can only be in one Duel at a time.

Moment of Courage

Starting at 15th level, when you take damage you may use your Reaction to launch a counter attack at a creature within your reach. If this attack hits the target, you deal extra damage equal to your Charisma Modifier (Minimum +1 bonus), while also healing for your Charisma Modifier (Minimum +1 bonus).

You may use this feature a number of times equal to your Proficiency Bonus regaining all uses after a Short or Long Rest.

One Man Legion

By 20th level, your Oath of the Legion has granted you the power of your brothers and sisters even when standing against the darkness alone.
While you are under the conditions of the Commander's Duel feature you gain the following benefits:

Commanders Duel no longer requires a failed Saving Throw instead the creature cannot refuse the Duel.
Attacks you make at the Duel target are made at Advantage.
All damage you take is reduced by your Charisma Modifier.
You may take the Attack Action as a Bonus Action.
You have proficiency in Strength and Constitution Saving Throws.

Previous Versions

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