Paladin
Base Class: Paladin

Through Courage, I gain Strength.

Through Strength, I show Valor.

Through Valor, I am Victorious.

Channel Divinity

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

Thunderous Call- You unleash a mighty bellow, suffused with righteous might. As a bonus action, you use your Channel Divinity to unleash a wave of thunder in a 30 foot radius sphere centered on you. Each creature of your choice within the area must make a Constitution saving throw. On a failed save, a creature takes 2d10 thunder damage, is pushed to the edge of the radius, and is deafened. A creature that makes it's save takes half damage, isn't deafened, and isn't pushed. 

Lighting Jaunt- With a bolt of divine energy, you flash across the battlefield. As an action, you can blur your form into a bolt of divine lighting, moving up to 60 feet in a straight line towards a target you can see, and make an attack. The target and each creature you move through using this action must make a Dexterity save or take 2d8 lighting damage, and the target takes an additional 2d8 lighting damage from the attack. 

Aura of Victory

At 7th level, you emanate an aura of power. You and allies within 10 feet of you gain temporary hit points equal to your Charisma modifier at the start of each of your turns. Enemies that can see or hear a creature with these temporary hit points have disadvantage on saves against fear. 

At 18th level, the radius of this feature increases to 30 feet.

Cry Havoc

You unleash a storm of war upon your foes. 

As an action, you can unleash a lust for battle that drives enemies back, and spurs on your allies. Each enemy within 300 feet of you must make a Constitution save or be frightened of you, and take an additional 1d8 lighting damage from attacks and spells.

Any ally within 300 feet gains advantage on their next attack roll, ability check, and saving throw. If they had any temporary hit points granted by your Aura of Victory, they also gain an additional bonus to their initiative equal to your Charisma modifier, potentially changing initiative order. 

War Incarnate

At 20th level, the paladin can, as an action, suffuse themselves with battle energy, becoming a beacon of victory, strength, and courage. 


  • You gain an additional attack when you take the attack action on your turn, or when you make an opportunity attack. 
  • Your move speed increases by an amount equal to triple your Charisma modifier.
  • When you see an ally, including yourself, deal damage to an enemy, you may use a special reaction. That ally's current and maximum hit points increase by 2d8, and the enemy reduces their current and maximum hit points by 2d8. You can use this special reaction any number of times per round, but only once for each ally. 

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