Base Class: Paladin
Re-flavoring of the "Oath of Devotion".
- The Domain Spells list is unchanged.
- The 7th level Aura was designed with the concept of inspiring others, while simultaneously having to be in the fray to maximize its effect.
- Fierce Will is no longer a copy of Purity of Will, instead it now grants advantage on all Wis and Cha saving throws vs magic.
- The level 20 capstone ability currently turns you into an immortal for 1 minute, but can only be used once per dawn.
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 positive 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.
Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Daimyo Spells
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PALADIN LEVEL |
SPELLS |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Inspiration
Starting at 7th level, you and friendly creatures within 10 feet of you gain advantage on your first melee weapon attack each turn.
At 18th level, the range of this aura increases to 30 feet.
Fierce Will
Your willpower becomes so intense enemies have a harder time breaking you down.
Beginning at 15th level, you gain advantage on all Wisdom and Charisma saving throws vs spells or magical effects.
Unending Resolve
At 20th level, as an action, you can emanate an aura of earth-shattering willpower within 15 feet. For 1 minute, your intense resolve stops death itself, if you would take damage that would normally bring you to 0 you are instead taken to 1 until your fiery will settles.
Whenever an enemy creature starts its turn in the aura, the creature takes 1/2 Paladin level + Cha physic damage.
After your resolve fades, if you took damage that would otherwise have killed you, you take 1d4 per 20 damage Unending Resolve stopped. If this damage would kill you, you must be brought to a holy place and revived within 7 days. If you are not revived in that time in this manner, then nothing short of a wish spell may bring you back.
Once you use this feature, you can’t use it again until the next dawn.
Previous Versions
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8/2/2018 11:38:44 PM
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261
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3
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Coming Soon
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