Paladin
Base Class: Paladin

The golden drip of honey, homes made of paper and wax, yellow dust swirling through wildflower fields, the warmth of millions humming with fastidious work and understanding. To be one with the Hive is to be one with all who form the whole. The knowledge that you and all your siblings will die to defend and protect your mother, your queen, your hive. You take up these tenets knowing that there is a grander scheme, and more than that- the knowledge that you will always be welcomed within the Hive.

  • Home- The Hive is Sacred. Defend it with your life, as it has housed and protected you.

  • Kin- Your siblings would lay down your life for you, and you for them. 

  • Potential- Teach and protect the young, a grub may be a Queen when nourished correctly.

A Paladin who takes up the Oath of the Hive is, before anything else, one who values community above the self. You would die for your fellows, because you know they would die for you. Take up arms, know you are one with the hive, and strike enemies down with her righteous sting.

Oath Spells

3rd-level Oath of the Hive feature

You gain oath spells at the paladin levels listed in the Oath of the Hive Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Hive Spells
Paladin Level Spells

3rd

speak with animals, heat metal

5th

enlarge/reduce, detect poison and disease

9th

daylight, speak with plants

13th

insect plague, commune with nature

17th

giant insect, blight

Channel Divinity

3rd-level Oath of the Hive feature.

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

ASPECT OF THE HIVE. You call upon the living hive and channel its power into your body. Choose 1 of the following. Effects last for 10 minutes, and you cannot take more than one effect at once. 

  • Choose up to ten friendly creatures. Can speak directly to their mind.
  • Gossamer wings erupt from your back, granting you doubled movement and flying speed. (Flying speed will match your doubled movement speed.)
  • Gain advantage on athletics and acrobatics checks.

HONEYCOMB ARMOR

The hive grants you a boon of its protection that forms as honeycomb armor, and imbues you with its life essence. For the next minute, gain temporary HP equal to five plus your Paladin level. As a bonus action, while the armor is active, you may regain HP equal to one of your hit dice every turn. This lasts ten minutes, and when it has faded, the honeycomb crumbles and falls off you. These honeycomb remains are then edible!

Stinging Smite

Starting at 7th level, you are able to tap into your Hive's energy when you use your Smites by adding a piercing venom that pumps additional damage into your enemies. If an attack using a Smite lands, you may spend points from your Lay on Hands pool and add them to the resulting damage.

If you have used this feature, the target makes a make a Constitution saving throw equal to your spell save DC. On a failure, the target takes 2d4 poison damage and is afflicted with the Poisoned condition. At the start of the creature's turn, it may attempt to recover with another Constitution saving throw made with disadvantage. On a failure, they continue to take 2d4 damage until recovered.

MO-BEEL

15th-level Oath of the Hive feature

Summon up to 5 rideable Bee mounts for yourself and your companions. These creatures are friendly to you and those you consider your hive, and can only be dispelled by you.

Avatar of the Hive

20th-level Oath of the Hive feature

At level 20, as a bonus action, you send out a signal to your hive and the Queen's children come to your aid, covering your body with a protective all-encompassing armor of drones and workers to aid you. The following effects are in play for 1 minute.

  • Your AC increases by 2.
  • You make your attacks at Advantage.
  • All damage you deal is doubled as if Critical. If you hit a critical while this is active, double the damage again.
  • All damage dealt to you is halved for the duration, and physical attacks done to you take a half of their own damage as your hive stings them in retaliation.
  • You have advantage on Dexterity and Wisdom Saving Throws.
  • Your regular speed is doubled as the hive takes you and aids in your movement.
  • You gain a flying speed of 30 feet. 

This ability can be used once per long rest.

 

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