Paladin
Base Class: Paladin

Paladins that take this path usually are the defenders of peace, justice, and the realm. They are a knight in shining armor, acting with honor in pursuit of justice and the greater good. They are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built. They are commonly known as guardians, sentinels, white knights, holy warriors, or holy champions. They hold angels – the perfect servants of good – as their ideals and incorporate images of angelic wings in front of a shield into their helmets or coats of arms.


Tenets

Honesty. Don't lie or cheat. Let your word be your promise.

Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.

Courage. Never fear to act, even in the face of overwhelming odds, though caution is wise. If you don't act, then who will?

Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

 

 

Channel Divinity

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

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also deals an additional 2d6 radiant damage. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. The modifier for damage increases by 1d6 at the following levels 6th, 9th, 12th, 15th, 18th, and 20th.

 Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points. The modifier increases by 1d6 at the following levels 6th, 9th, 12th, 15th, 18th, and 20th.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Diligence and Devotion Spells

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed and while you are conscious.

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

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Holy Champion

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause and a beacon of hope to all who are on your side.

You can use your action to gain the following benefits for 1 hour:

  • You have resistance to bludgeoning, piercing, and slashing damage from non magical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
  • You can imbue one weapon that you are holding with positive energy. You add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also deals an additional 3d10 radiant damage. The weapon also emits bright light in a 30-foot radius and dim light 30 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

This effect ends early if you are incapacitated or die.

 

Or as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes either 2d10 or 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

You may only use one ability per Long Rest

Previous Versions

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8/31/2022 10:10:39 PM
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