Paladin
Base Class: Paladin
Oath of the Champion Spells
Paladin Level Spells
3rd Compelled Dual, ()
5th Healing Spirit, ()
9th Spirit Guardians, ()
13th Elemental Bane, ()
17th Reincarnate, ()

 

 

Note: Any marks on the table like () means that this is an adjustable position of spell. Meaning you can choose a spell that matches the deity of which the paladin follows. The spells already marked on the list can Laos be changed if chosen, but these are here for a baseline of the subclass.

Channel Divinity

When you take this oath at 3rd level, you gain the two following channel divinities:

Champion's Cry: As your Bonus Action, you can shout to your allies so that even your deity can hear you. For 1 minute, any ally within 15 feet of you may add a d6 to attack rolls and ability checks. You may end the effect early if you so choose using your bonus action. Once the effect ends, you cannot use it agin until you finish a long rest.

Weapon of the Gods: As part of your action, you can ignite your weapon with holy energy that lasts until you use a bonus action to end it. During this time, your weapon will emit a light up to 15 ft. radius sphere, your weapon counts as magical if it is not already, and you do an additional d4 damage (damage type varies on your deity. i.e. Good deities do radiant, evil does necrotic, and neutral does the weapons natural damage type). Once used, you must take a long rest before you can use it again. The effect will also end if you go unconscious, die, or you lose hold of your weapon for 1 minute. 

The damage die does increase, a d6 at level 7, a d8 at level 15, and a d10 at level 20. Only if you continue in the paladin class will this damage die increase.

Aura of the Champions

At 7th level, your deity grants you and your allies a moment of clear minds, keeping you steady in battle. Anyone within 10 feet of you, you and your allies are immune to being frightened, and gain +1 to their wisdom modifier until the aura ends or they are out of the aura's range. If the aura is cast and someone is under the influence of one of the conditions, the condition immediately ends. 

At 18th level, the radius increases to 30 feet and the modifier increase to a +2.

Godly Body

At 15th level, your deity enhances your physical form to better aid them in their cause. You longer need to eat, drink, sleep, or breath in order to survive. You will still need to rest, but you can remain conscious during them. You can still do all these actions, you simply do not need to do them in order to survive.

Demigod

At 20th level, your deity has granted you the ability to become their champion, to make you a demigod. The following abilities are granted to you once you reach this level:

  • For a free action, you can cause your body to erupt into daylight for a number of minutes equal to your charisma modifier
  • You gain expertise in one charisma based skill and proficient in strength saving throws
  • Any weapon or attuned weapon you have can be summoned or unsummoned at will, meaning you do not need to carry it.

 

 

 

Oath of the Champion Spells

Oath of the Champion Spells
Paladin Level Spells
3rd Compelled Dual, ()
5th Healing Spirit, ()
9th Spirit Guardians, ()
13th Elemental Bane, ()
17th Reincarnate, ()

 

 

Note: Any marks on the table like () means that this is an adjustable position of spell. Meaning you can choose a spell that matches the deity of which the paladin follows. The spells already marked on the list can Laos be changed if chosen, but these are here for a baseline of the subclass.

Channel Divinity

Channel Divinity

When you take this oath at 3rd level, you gain the two following channel divinities:

Champion's Cry: As your Bonus Action, you can shout to your allies so that even your deity can hear you. For 1 minute, any ally within 15 feet of you may add a d6 to attack rolls and ability checks. You may end the effect early if you so choose using your bonus action. Once the effect ends, you cannot use it agin until you finish a long rest.

Weapon of the Gods: As part of your action, you can ignite your weapon with holy energy that lasts until you use a bonus action to end it. During this time, your weapon will emit a light up to 15 ft. radius sphere, your weapon counts as magical if it is not already, and you do an additional d4 damage (damage type varies on your deity. i.e. Good deities do radiant, evil does necrotic, and neutral does the weapons natural damage type). Once used, you must take a long rest before you can use it again. The effect will also end if you go unconscious, die, or you lose hold of your weapon for 1 minute.

Aura of the Champions

Aura of the Champions

At 7th level, your deity grants you and your allies a moment of clear minds, keeping you steady in battle. Anyone within 10 feet of you, you and your allies are immune to being frightened, and gain +1 to their wisdom modifier until the aura ends or they are out of the aura's range. If the aura is cast and someone is under the influence of one of the conditions, the condition immediately ends. 

At 18th level, the radius increases to 30 feet and the modifier increase to a +2.Aur

Godly Body

Godly Body

At 15th level, your deity enhances your physical form to better aid them in their cause. You longer need to eat, drink, sleep, or breath in order to survive. You will still need to rest, but you can remain conscious during them. You can still do all these actions, you simply do not need to do them in order to survive.

Demigod

Demigod

At 20th level, your deity has granted you the ability to become their champion, to make you a demigod. The following abilities are granted to you once you reach this level:

  • For a free action, you can cause your body to erupt into daylight for a number of minutes equal to your charisma modifier
  • You gain expertise in one charisma based skill and proficient in strength saving throws
  • Any weapon or attuned weapon you have can be summoned or unsummoned at will, meaning you do not need to carry it.

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