Paladin
Base Class: Paladin

Paladins who have taken the oath of the guide seek out creatures with holy purposes or destinies, and act as a guide for their journey. Some will spend their entire life preparing for a hero without ever encountering one, whereas others might find one in the early stages of their training.  

Oath Features:

Protect the Fate You will give your life for the destiny to be fulfilled. 

Control the Future You will go to any means to let your hero's mission take place.

Find the Destiny You will deny yourself pleasures until your mission is complete.

Fate's Gift

You gain a variety of actions you can perform to help guide your bonded creature. Performing an action uses 1 Channel Divinity point.

Divert Aggression All creatures hostile to your bonded creature must make a charisma saving throw. On a fail, they cannot attack them on their next turn, and will instead attack you. 

Divine Guardian You can teleport to a space within 10ft of your bonded one, as long as they are willing, there is space, and you are on the same plane of existence. 

Path of Fate  On your bonded one's next turn, if they cannot attack, but have double movement speed and cannot be hit. 

Fate's Ward To bond your destiny with another, you can perform a 1hr long ceremony on a creature friendly to you. At the end of it you gain the features stated in the sublclass. You can only bond with one creature at a time.  

 

 

Destiny's Certainty

Starting at 7th level, you and friendly creatures within 10 feet of you know the location of each other and gain +1 AC while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Destiny's Bond

Beginning at 15th level, you always know the location of a chosen creature you protect, and can absorb up to your max hp in damage into you if it takes damage. 

 

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

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

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