Paladin
Base Class: Paladin

The oath of the people is born of togetherness,  mutual suffering, and righteous indignation at the injustices of the world, at those who put their heel on the collective neck of the populace, and at systems that crush the common man. When a greedy baron levies unfair taxes that cut the workers to the bone, when a pompous chromatic dragon ransacks the countryside to build its horde, when bloodthirsty tyrants force the poor into conscripted service in his armies, when rulers forget who they are supposed to care for, those who have taken this oath will be there with the fury of the oppressed and the rallying cry of community, standing with the people in action and word. 

Tenets of the People

Community. A struggle is meaningless if it is not done together for a greater purpose than oneself. Stand and fight with your brothers and sisters for the betterment of all.

Respect. Give respect, love, and kindness to everyone, but specially to those disenfranchised who find themselves without any. They are the reason you fight.

Change. The world must change if it is to be any better, and it will not change if we do not act. Do your part to make a more just future.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level

Spells

3rd

sanctuary, bless

5th

enhance ability, heat metal

9th

create food and water[, spirit guardians

13th

freedom of movement, resilient sphere

17th

creation, legend lore

For the People

Beginning when you first take this oath at 3rd level, you have advantage on any Charisma ability checks made to inspire the common people, workers, or any oppressed social class, as well as to intimidate leaders and tyrants with the might of the populace.

Channel Divinity

Also at 3rd level, you gain the following two Channel Divinity options. 

Harmony of Below. As an action, you unleash a message of unity in a loud and booming voice, calling on the spirits of common people who have died in oppression to come to your aid. Creatures of your choice within 30 feet of you have advantage on attack rolls, ability checks and saving throws until the beginning of your next turn, and they regain hit points equal to half your paladin level. If you target a single creature, they instead regain hit points equal to twice your paladin level.

Wrath at Above. As an action, you utter an indictment against those who would trample over the people. Creatures of your choice within 30 feet of you have disadvantage on attack rolls and ability checks until the beginning of your next turn, and they take radiant damage equal to half your paladin level. If you target a single creature, they instead make a Constitution saving throw against your spell save DC or take radiant damage equal to twice your paladin level.

Aura of Solidarity

Starting at 7th level, you can take the Help action as a bonus action on each of your turns. When you do, the ally you are aiding, or a creature you are aiding in an attack against, can be within 10 feet of you. 

At 18th level, they can be within 30 feet of you instead.

Rallying Spirit

Starting at 15th level, whenever a creature takes damage within 60 feet of you, you can use your reaction to divide that damage between all allied possible targets for the damage within 15 feet of the original target, doing so evenly and rounding up fractions to the nearest whole hit point. For example, if there are 3 friendly creatures in this aura (yourself included) and one takes 20 points of damage, you may choose to have all three friendly creatures take 7 points of damage instead.

Damage divided this way can’t be resisted or ignored in any way, and you can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Strength of the People

At 20th level, you can transform yourself into a larger-than-life icon of the working class and their struggle. Using your action, you can gain the following benefits for 1 hour, as long as you can see or hear a conscious friendly creature:

  • You grow to Large size, doubling your reach.
  • At the start of each of your turns, gain a number of temporary hit points equal to the number of conscious allied creatures within your aura, up to a maximum of 15.
  • You gain a bonus to damage rolls equal to the number of conscious allied creatures within your aura, up to a maximum of 5.
  • All allied creatures within your aura add half your Charisma modifier. rounded up (minimum 1), to their attack rolls.

You can use this feature once, regaining the ability to use it again when you finish a long rest.

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