Paladin
Base Class: Paladin

Infused with a magic beat that only you can hear, you march and battle on. The 4 holy beats of PATA, PON, DON and CHAKA guiding you forward. March on Uberhero!

"The people are in need. I take the form of an Uberhero that I may guide them to their rightful destiny. As it has been time and time before, I brandish my holy drum, and will use it only for good, to help the People save this endangered world. Whatever challenges may await us, whatever dangers may befall us, I shall call upon allies from parallel worlds, and never abandon the fight."

This is my Oath!

Oath Spells

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

Oath of the Uberhero Spells

Paladin Level Spells
3rd Shield, Hunter's Mark
5th See Invisibility, Misty Step
9th Wind Wall, Spirit Guardians
13th Shadow of Moil, Guardian of Nature
17th Reincarnate, Steel Wind Strike

Channel Divinity

When you take this oath at 3rd level, you gain the following four Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Taterazay Awakening. You can use your Channel Divinity to enter the Taterazay Form. The Taterazay is symbolized by a shield, meaning stalwart defense and defending protection. As an action, you awaken the inner defender in you, and until you chose to end the ability, you die or until 24 hours pass from activation, your defenses are bolstered. At the start of your turn, you gain either temporary hit points equal to half your Paladin Level rounded down (Does not stack) or grant friendly creatures other than you that are within 30ft of you, temporary hit points equal to half your Paladin Level rounded down (Does not stack). It takes a bonus action to switch between these choices. You can only have one Awakening up at a time. Using another awakening immediately ends this one.

Yarida Awakening.  You can use your Channel Divinity to enter the Yarida Form. The Yarida is symbolized by a spear, meaning unrelenting offense and rending attacks. As an action, you awaken the inner striker in you, and until you chose to end the ability, you die or until 24 hours pass from activation, your offenses are bolstered. You gain either a bonus to your attack rolls or damage rolls equal to half your proficiency modifier (rounded down). It takes a bonus action to switch between these choices. You can only have one Awakening up at a time. Using another awakening immediately ends this one.

Yumiyacha Awakening.  You can use your Channel Divinity to enter the Yumiyacha Form. The Yumiyacha is symbolized by a bow, meaning swift strikes and agile movements. As an action, you awaken the inner athlete in you, and until you chose to end the ability, you die or until 24 hours pass from activation, your agility is bolstered. You gain a bonus to your speed equal to your proficiency multiplied by 10 or movement that does not provoke attacks of opportunity. It takes a bonus action to switch between these choices. You can only have one Awakening up at a time. Using another awakening immediately ends this one.

Hatanin Awakening.  You can use your Channel Divinity to enter the Hatanin Form. The Hatanin is symbolized by a flag, meaning bright hope and rousing performance. As an action, you awaken the inner leader in you, and until you chose to end the ability, you die or until 24 hours pass from activation, your performance is bolstered. You gain either advantage on all checks or advantage on all saving throws. It takes a bonus action to switch between these choices. You can only have one Awakening up at a time. Using another awakening immediately ends this one.

Uber Aura Stance! Guardira/Kibadda/Alloson/Pingkrek

Starting at 7th level, you constantly emanate an aura of harmony. Depending on what awakening form you are in, you gain different effects!

Taterazay Awakening. You gain Guardira Stance.
Guardira Stance. When a creature within your aura takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This stance doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

Yarida Awakening. You share the bonuses gained from this awakening with all creatures you choose in your aura. You gain Kibadda Stance.
Kibadda Stance. When a friendly creature within your aura takes the attack action, you can use your reaction to make one attack against the same target if the target is in reach.

Yumiyacha Awakening. You share the bonuses gained from this awakening with all creatures you choose in your aura, they gain this benefit until the end of their turn even if they leave your aura. You gain Alloson Stance.
Alloson Stance. 
When you gain this stance, you infuse all weapons with magic. All weapons of your choice in your aura are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your ammunition is considered +1.

Hatanin Awakening. You share the bonuses gained from this awakening with all creatures you choose in your aura. You gain Pingkrek Stance.
Pingkrek Stance. 
When you restore hit points to a creature, you may choose 1 other creature in your aura to regain half the amount the initial creature healed (Minimum of 1).

Uber Command Songs!

Starting at 15th level, you gain mastery over the holy beats. You can, as a bonus action, issue a Holy Beat Command and unleash effects for you and the party. Each command lasts 1 minute and only one Command can be active at a time. You can use a bonus action to end the command and issue another.

Pata-Pata-Pata-Pon (The March of Mobility) - With this command, you and allies move in unison. When you move you may use your reaction to cause all willing allies in your aura to move with you, up to their speeds respectively.

Pon-Pon-Pata-Pon (The Aria of Attack) - With this command, when you take the Attack action on your turn, you can make one additional attack as part of that action. Friendly creatures in your aura can use their reaction to make one weapon attack whenever you take the attack action.

Chaka-Chaka-Pata-Pon (The Lament of Defense) - With this command, when you take damage, you can use your reaction to gain resistance to all damage until the end of that turn. Friendly creatures in your aura can do the same.

Pon-Pata-Pon-Pata (The Requiem of Retreat) - With this Command, you and all allies in your Aura provoke no attacks of opportunity and may take the dash action as a bonus action.

Pon-Pon-Chaka-Chaka (The Hold-Tight Hold-Down) - With this command, when a creature deals damage to you, you can use your reaction to make one melee weapon attack against them if they are within reach. You have advantage on the attack roll. Allies in your aura may also use their reaction to make a melee weapon attack when they take damage from a creature within their reach, they also have advantage on the attack roll.

Don-Don-Chaka-Chaka (Jingle of Jump) - With this command, creatures of your choice (including you) in your aura have their jump distance tripled and when falling and isn’t incapacitated, descend 60 feet per round and take no damage from falling. Allies who start their turn in your aura gain this benefit until the end of their turns.

Pata-Pon-Don-Chaka (Pizzicato of Party) - With this command, you start dancing! As an action, you may spend 20 points of your Lay on Hands to choose one creature in your aura if they have charmed, frightened, paralyzed, or stunned conditions, choose one of those conditions and it ends for them. You can choose to spend another 20 points to target an additional creature in your aura or spend an additional 10 on the initial target to remove an additional condition.

FEVER!!

At 20th level, you gain the power to unleash the full power of an Uberhero. As an action, you can awaken Uberhero Mode and gain the following buffs for 1 minute:

  • You may benefit from your full proficiency bonus in your Yarida awakening or your Full Level in your Taterazay Awakening. Only you benefit from this bonus.
  • You benefit from both options for one active awakening.
  • You may have 2 awakenings activated. You select them both upon using FEVER!!, Finally you may swap awakenings as a bonus action, up to one at a time.
  • You may have 2 commands activated. You select them both upon using FEVER!!, Finally you may swap commands as a bonus action, up to one at a time.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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