Paladin
Base Class: Paladin

A Knight Templar is a soldier sworn to certain ideals. No true member of the order would dare violate their oath. It rules their lives, from dawn to dusk and beyond. A Knight Templar would not hesitate to go on a holy war or pledge his or her blade to a cause that protects the innocent.

Tenets of the Knights Templar

Channel Divinity

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

Monster Bane. As your action, you may say a prayer and thrust a holy symbol towards a monster you can see within 60 ft. of you. The creature must succeed on a Wisdom saving throw or be frightened of you for 1 minute. Undead and Fiends have disadvantage. While it is frightened of you, it can only look at you and cannot respond to anything other than you. It must use its actions to move away from you. Attacks made against it have advantage. This effect lasts for one minute.

Enemy of Darkness. As your action on your turn, you may proclaim your intent to slaughter a creature of evil alignment. For one minute you gain advantage on all attacks against it or until it drops to 0 hit points or falls unconscious.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Devotion

Starting at 7th level, your desire to protect the innocents has grown exponentially. When you reduce a creature of evil alignment to 0 hit points, you may make a second attack against an ally of that creature, moving up to half your movement speed to reach it.

Hunter of Evil

Beginning at 15th level, your strength and courage against monsters know no bounds. While a creature is under the effect of your Enemy of Darkness, every time it makes an attack, you may use your reaction to make a melee weapon attack against it if it is within range.

Crusader for Justice

At 20th level, your strength and courage, as well as healing ability, are unequivocally superior. As an action, you may emit an aura of healing. It radiates in a 30-foot radius. Any friendly creature that moves inside this area for the first time, or start its turn there, regain a number of hit points equal to your Paladin level. In addition, if the creature is afflicted by a harmful condition that can be ended by a lesser restoration or greater restoration spells, the condition ends.

Additionally, you gain advantage on all attacks you make against creatures inside the aura radius.

This effect lasts one minute. Once you use it, you cannot use it again for one long rest.

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