Paladin
Base Class: Paladin

The great wielders of light hold the paladin to the upmost meaning of hero, always aiding those who cannot help themselves.

Empathy. The light is merciful and it is powered by the sacrifices made by its channeler. These paladins put others before them extremely often, for they know that their destiny is to serve those whose light cannot reach.

Glory. Different from the glory of conquest or battle, the paladins of light find glory in becoming better selves everyday. They see glory in small deeds, helping a common folk with ordinary tasks may fulfill its taste for glory and even expand one connection with light even further.

Courage. The light NEVER abandon its wielder. The courage to face the fears that so long stricked the minds of those who are willing to serve others with light, is the first step of many to reach the final divination.

Heroism. Being an example of person is the most important way to live, always looking forward to better tomorrow to everyone and giving those willing to change a second chance.

Channel Divinity

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

Seals. As an action, you can imbue one weapon that you are holding with the holy energy of a seal for 10 minutes. You cannot stack seals and they can only deal its effects once per turn. It ends prematurely if you are no longer holding or carrying the weapon or if you fall unconscious.

  • Seal of Righteouness: When you hit an enemy with your sealed weapon, roll a [roll]1d100[/roll]. If you get [1-50] you deal 1d6 extra radiant damage to the target. The damage increases to 1d8 when you reach 9th level and to 1d10 when you reach 16th level.
  • Seal of Insight: When you hit an enemy with your sealed weapon, roll a [roll]1d100[/roll]. If you get [1-25], you recover one expended spell slot up to 1th level. You can recover a 2th level slot when you reach 9th level and a 3th level slot when you reach 16th level.
  • Seal of Justice: When you hit an enemy with your sealed weapon, roll a [roll]1d100[/roll]. If you get [1-10], the enemy becomes stunned until the end of your next turn.

Judgments. As an action, you summon a weapon of your choice made of holy light to fall from the sky into an enemy you can see and it is in a range of 30ft of you. The enemy must succeed in a Wisdom saving throw equal to your spell DC or be effected by one of the judgments you chose for 1 minute. You cannot stacks Judgments and they can only deal its effects once per turn.

  • Judgment of Light: The enemy becomes judged by the paladin's light. Everytime someones hit the enemy with a ranged or melee weapon it rolls a [roll]1d100[/roll]. If it gets [1-40] It heals 1d4 + half of its level hit points. The heal increases to 2d4 when the paladin reaches the 9th level and 3d4 when it reaches the 16th level.
  • Judgment of Wisdom: The enemy becomes judged by the paladin's wisdom. Everytime someones hit the enemy with a ranged or melee weapon it rolls a [roll]1d100[/roll]. If it gets [1-20] it recovers one expended spell slot up to 1th level. It can recover a 2th level slot when the paladin reaches 9th level and a 3th level slot when it reaches 16th level.
  • Judgment of Autorithy: The enemy becomes judged by the paladin's autorithy: Everytime someone hits the enemy with a ranged or melee weapon, it rolls a [roll]1d100[/roll]. If it gets [1-10] the speed of the target is halved, it cannot do reactions and has disadvantage on melee or ranged nonmagical attacks until the end of the paladin's turn. You can affect one additional target when you reach the 9th level and two additional targets when you reach the 16th level.

Oath Spells

You gain oath spells at the paladin levels listed. 

Oath of Light Spells
Paladin Level Spells

3rd

Guiding Bolt, Healing Word, Spare the Dying, Word of Radiance

5th

Spiritual Weapon, Healing Spirit

9th

Beacon of Hope, Daylight

13th

Flame Strike, Greater Restoration

 

 

Holy Auras

Starting at 7th level, you can channel the light around you to an aura of your choice, giving its effects to you and friendly creatures within 10 feet of you. You can change which aura you are channeling a number of times equal your Charisma modifier per short rest.

  • Aura of Devotion: The armor class of those affected by this aura is increased by 1.
  • Aura of Retribution: When someone affected by this aura gets hit by a melee attacker, the attacker must succeed in a Wisdom saving throw equal the paladin's spell saving DC or receive 1d4 + the paladin Charisma modifier of Radiant damage.
  • Aura of Concentration: All affected by this aura are immune to being charmed and have advantage in saving throws to maintain the concentration in spells.

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

Beacon of Light

Beginning at 15th level, you can transform one willing friendly creature into a vessel for your healing spells until the next long rest. While being blessed by the light and at least 60ft of the paladin, the creature blessed receives half of every direct single target heal the paladin casts on other creatures. 

The paladin can affect only one creature with Beacon of Light per long rest.

Avenging Wrath

At 20th level, as an action, you can become the true avatar of light. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. While transformed, you gain the certain benefits:

  • When you cast a spell of 1th level or above that heals or are not saving throws, roll one [roll]1d100[/roll]. If you get [1-35] it critically hits.
  • All options of your Holy Aura are activated at once.
  • You gain resistance to all nonmagical damage.

Once you use this feature, you can’t use it again until you finish a long rest and you gain one point of exaustion.

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