Paladin
Base Class: Paladin

A child of Love, forged by War. Passion and raw strength do often go hand in hand, and you are on your way to master both. Through divine persuasion and an ever deepening knowledge of the art of war, this Paladin has set out into the world to hone her skills, find meaning in a world of Chaos and Order. After all, all's fair in Love and War. 

Channel Divinity

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

Assess battlefield. As an action, you centre yourself and look upon the battlefield with divine clarity, perceiving the strengths and weaknesses in all things. You may request a respons from the DM to 1 of the following queries:

  • what the weakest ability of one enemy is,
  • how challenging a fight agains a certain creature/group of creatures present would/will be,
  • how committed to the fight the enemies are.

The respons will be truthful, framed by either a word, short phrase, or perhaps something cryptic. The answer only takes into account the circumstance you can currently observe and have observed in the past. In addition, until the start of you next turn your awareness of the battlefield gives you the affects of the Dodge and Disengage Combat actions.

Inspiring Battlecry. You can use your Channel Divinity to inspire your allies. You may use a bonus action on your turn to speak a few inspiring words or give out a fearsome battlecry. Choose one creature other than yourself within 60ft who can hear you. That creature gains a Divine Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Divine Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Divine Inspiration die is rolled, it is lost. A creature can have only one Divine Inspiration die at a time.
Your Divine Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 7th level, a d10 at 15th level, and a d12 at 20th level.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Vengeance Spells
Paladin Level Spells

3rd

charm person, shield

5th

enthrall, crown of madness

9th

enemies abound, fast friends

13th

charm monster, confusion

17th

dominate person, mislead

Counterattack

Upon reaching 7th level, you learn to strike back at those who strike you. When a creature within 5 feet of you hits you with an attack, you can use your reaction and chose between the following Actions: 1) make a melee weapon attack, 2) shove, or 3) attempt to grapple that creature.  

Alluring presence

Your elegant visage bend others to your whims. Beginning at 15th level, you gain the following effects within 10 feet of you: 

  • Creatures within range have disadvantage on saving throws to resist your enchantment and illusion spells. 
  • You have advantage on any Deception, Intimidation, or Persuasion checks that targets creatures within range. 

At 18th level these features effect creatures within 30 feet. 

Paragon

At 20th level, you can use an action on your turn to reveal the fullness of divine beauty that dwells within your mortal form. For one hour you gain the benefits listed below:  

  • Wings sprout from your back and grant you a flying speed of 60 feet. 
  • While high up in the air, you can use your action to assess the battlefield. This will grant you intel on strengths and weaknesses of the enemy force. You can assess weak points in the enemy’s battleplan.  
  • In battle, you can cast charm person as a 1st-level spell as a bonus action on each turn, without expending a spell slot. 
  • When you hit a creature with a weapon attack you deal additional damage equal to your Charisma modifier. 

Once you use this feature, you can’t use it again until you finish a long rest. 

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