Paladin
Base Class: Paladin

(This is a personal subclass designed for Harmonica37, but anyone can use this)

The Oath of the Harmonica binds a paladin to the mission of restoring hope and driving away fear from the world.  They use their magic to give hope to those who need it.

TENETS OF THE HARMONICA

Harmony and hope are the main goal of one who follows this path.  For paladins who swear to the calling, hope is deserved by all good souls.

No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.

The Flame of Hope Shall be Kept Lit.  Hope is deserved by all good souls and I seek to preserve that.

Good can Win any Fight.  Evil will never win.

 

The Oath of the Harmonica binds a paladin to the mission of restoring hope and driving away fear from the world.  They use their magic to give hope to those who need it.

Channel Divinity

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

Censure Unholy. You speak words that hurt fiends and undead.  As a bonus action, all fiends and undead within 30 feet of you take 2d10 radiant damage and are frightened of you until the start of your next turn.

Imbue Words. You speak words that have positive energy attached.  As a bonus action, all friendly creatures within 30 feet of you regain 2d10 hit points and are no longer frightened or charmed and are stabilized if below 0 hit points.

 

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Harmonica Spells

Melody of Healing

Starting at 3rd level, you can summon a magical harmonica that heals those who here it.  During a short or long rest, you can allow the participants to regain a number of hit points equal to 1d6 + your paladin level.  The participants are also no longer frightened or charmed and can repeat a saving throw to overcome a poison or disease at advantage.

Aura of Guidance

Starting at 7th level, the energies of hope rest so greatly in you that it manifests as an aura of guidance.  You and friendly creatures within 10 feet of can add a d6 to any attack roll, ability check, or saving throw once per minute while you are conscious.

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

Divine Spikes

Starting at 15th level, your divinity now manifests itself more greatly.  Whenever a creature attacks you and misses, you can punish it by deal an amount of radiant damage equal to half your paladin level (rounded down) and has disadvantage on attack rolls against you until the start of your next turn and if the creature fails a Wisdom saving throw against your spell save DC, they are also frightened of you until the start of your next turn.  You can do this a number of times equal to your proficiency bonus.  You regain all expended uses when you finish a long rest.

Avatar of Hope

At 20th level, as an action, you can become an avatar for the gods of hope.  You glow with divine brilliance, and you have spectral angels protecting you.  For 1 minute, you gain the following benefits.

  • Whenever you take damage from an attack, you can deal 1d10 radiant damage to the creature who made the attack.
  • Your AC increases by 2.
  • All of your melee attacks deal an additional 2d10 radiant damage on a hit.
  • You have resistance to fire, cold, thunder, lightning, necrotic, and radiant damage.

Comments

Posts Quoted:
Reply
Clear All Quotes