Paladin
Base Class: Paladin

The Oath of Hope is rarely spoken of, and even rarely seen, for they do not appear until the darkest of the overcast rules the skies. In the darkest hours of adversity, a pharos of hope burns bright and far, their light piercing the heavens past the dark as they stand as the final bastion that will not falter. The order knows that hope is a fickle thing, and yet, it understands that when all else is lost, only hope can save the world.

TENETS OF HOPE

Though the exact words and strictures of the Oath of Hope vary, paladins of this oath share these tenets.

Optimism: Let your hope burn bright, like the light at the end of the tunnel.
Courage: Even in the face of adversity, shine a new dawn on all in despair, your hearts beat as one.
Determination: Hope is never lost, but relinquished. Never let despair contaminate your soul.
Empathy: No soul under the stars is born evil, but become so in face of despair.

Oath Spells

You gain oath spells at the paladin levels listed. You learn the following spell when you take this subclass. You know these spells and they are always prepared for you, and do not count against the total number of spells prepared.

Heroism, Healing Word
Alter Self, Wither and Bloom
Beacon of Hope, Daylight
Freedom of Movement, Death Ward
Dawn, Far Step

Whenever you gain a level in this class, you can replace a spell from the expanded spell list with any spell from the necromancy, evocation or abjuration school of magic.

Channel Divinity

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

But You Refuse: When you are reduced to 0 hitpoints and not killed outright, you can use your reaction to expend your Channel Divinity to be reduced to a number of hitpoints equal to your paladin level + Charisma Modifier.

Our Hearts Beat as One: As an action, you can expend a charge of your channel divinity, targeting creatures within 30ft of you. Creatures of your choice regain a number of hitpoints equal to twice your paladin level + Charisma Modifier. Any excess is converted to temporary hitpoints.

Aura of Hope

Starting at 7th level, you and friendly creatures within your aura of protection gain a bonus of 1d4 to their attacks and damage rolls.

Look to the Stars...

Starting at level 15, whenever an ally within 30ft of you takes damage, you can use your reaction to nullify the damage. In exchange, you and the aggressor each lose a number of hitpoints equal to half the damage dealt to target. You can use this feature a number of times equal to your Charisma Modifier. You regain all expended use when you finish a long rest.

...For Hope burns Bright!

Starting at level 20, you have become the sun of hope itself. As a bonus action you can enter a state as the embodiment of hope, a message from the world that all will be well in the end. For the next minute you gain the following benefits:

1) You become immune to necrotic and psychic damage, as not sickness of the body nor sickness of the mind can make you falter.

2) You and your allies in your aura take no damage on a successful save, and half as much on a failed save, and melee attacks against them have disadvantage, as the determination exuding from you bolsters them.

3) At the start of each of their turns, you and your allies gain 1d10+10 hitpoints, as in the face of adversity, they refuse to buckle.

Once you use this feature, you cannot use it again until you finish a long rest.

Previous Versions

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