Paladin
Base Class: Paladin

Tenets of the Warrior

Fight to the Death:  There will be no surrender. The last one standing must be you or your opponent. 
End the Enemy Quickly: A warrior deserves a warriors end. Do not prolong their suffering.
Respect a Warrior Spirit: 
Any who fall by your hands shall receive no injustice from you.
Be the Bulwark of the Weak: 
A warrior does not look back, for a warrior looks forward to protect those they look to protect from oncoming danger.


Oath Spells

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

Oath of Conquest Spells

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.

Celestial Radiance. You can use your Channel Divinity to a cause a calming presence, allowing your allies to better focus. As an action, Allies within 30 ft. gain advantage for their next attack. If an allied attack roll is a critical, they deal an additional 2d6 damage. This effect lasts for 1 minute.

Divine Lance. You can use your Channel Divinity to strike with a bolt of pure divine energy. As an action, you can choose to throw a spear of pure radiant energy. any enemies hit by this attack take 4d6 damage and must succeed on a DC 15 Wisdom saving throw or be  stunned  for 1 minute.

Glorious Training

You've honed your prowess with the Weapons of a great Warrior and feel a strong connection with these weapons, as if the spirit of the warrior wants you to wield them in their honor and as such you've dedicated yourself to using their weapons. You can add your Charisma Modifier to any attack rolls made with Spears, Axes, Longswords and Warhammers as well as add it to the damage roll.

Aura of a Warrior

Starting at 7th level, you constantly emanate an intense aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a hostile creature is within your aura, it is compelled to attack you while in the aura, and creatures takes psychic damage equal to half your paladin level if it attempts to attack an allied creature during it's turn.

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

Celestial Grace

Starting at 15th level, those who attack a hostile creature who has previously dealt you damage are rewarded for their compatriotism and loyalty as if the gods are cheering you and your compatriots on. Whenever an allied creature hits an enemy who has hit you with an attack, that creature deals radiant damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Ascendant Celestial

At 20th level, you gain the ability to harness the extraordinary power, durability and prowess of a Celestial. As a bonus action,  you can invoke the power of gods; gaining the following benefits for 1 minute:

  • You gain 60 feet of flying movement.
  • You gain the resistance to Radiant, Bludgeoning, piercing and slashing from Magical Weapons.
  • You gain immunity to Cold and Lightning Damage 
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
  • You also gain 4D10 temporary hit points

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

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