Paladin
Base Class: Paladin

In times of need the people need a warrior to stand tall and lead them. A warrior will rise up against opposition and rush them. Those who egos are strong enough live free and use their divinity to its full potential, protecting the innocence. Warleaders above all else will do everything in their power to protect and free anyone under maleficent reign and terror. In time of need a warleader never runs from danger, they run into the fray. Bearing all the deaths, warleaders cut slits on their body for each civilian casualty.

 

Tenents
Paladins who uphold these tenets are willing to sacrifice even their own body to stop those who do evil, so the paladins are often neutral or lawful neutral in alignment but not all.
 Show No Emotions
Even when things are tough we can't bare to breakdown, we carry the people on our shoulders and stand tall
All For One
For each civilian casualty, I shall knick myself to carry their souls with me
 Everywhere I Go
The people respect me and I respect them. Hurt them and I reak you

Channel Divinity

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

Sacred Weapon. As an action, you can imbue one weapon that you are holding with natural energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

 Unyielding. After making a critical attack, you can use one 1 point to channel your divinity, to take an additional combat turn. (i.e : You gain an additional initiative order when using this)

Spells Of the Warleader

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Aruelia

Starting at 7th level, you can choose one of the following abilities.

  • Warleader's Faith: You utter a few inspiring words to one willing target you can see within 15 feet. If the target can hear, it can add 2d8 to one attack roll or saving throw it makes before the start of your next turn.

At 18th level, the range of this aura increases to 60 feet.

Unbreakable Spirit

Beginning at 15th level, you are always under the effects of a protection from energy spell.

Awesome Presence

At 18th level, as an action, you can manifest your aura. For 1-minute, thick waves of your choice of energy: Radiant, Cold, Necrotic, or Lightning floods a 30-foot spherical radius. Whenever an enemy creature starts its turn within that range, it takes 20 of your choice of damage.

Scorching Inferno

At 20th you can use an action, you focus your holy nimbus into a single point at the tip of your finger. As this energy begins to build up each creature within a 50 ft cone must make a dex saving throw. DC your Dex mod + Cha mod. Each creature that fails the saving throw will take 8d6 radiant + 5d12 fire damage. Each creature whose succeeds takes half of much. This can only be used once per long rest. 

Previous Versions

Name Date Modified Views Adds Version Actions
7/2/2023 12:32:21 AM
11
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes