Base Class: Paladin
Created in bonding of the Knights of the Deep Rhiptein, you are bound as a protector and upholder of the legacy of the 5 Virtues that came before you. In the Deep Rhiptein Order, you live to continue these virtues in your daily life, and are tasked to avenge your fallen forefathers.
Oath Spells
3rd-level Oath of Glory feature
You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Glory Spells
| 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 |
Channel Divinity
3rd-level Oath of Glory feature
You gain the following Channel Divinity options that follow the 5 Knightly Virtues. See the Sacred Oath class feature for how Channel Divinity works.
Honor. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you.
Wisdom. As an action, you can use your channel divinity to give advantage on an attack roll to any creature within 30 feet of you.
Generosity. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
Valor. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
Compassion. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.
Aura of the Virtues
7th- and 18th-level Oath of The Deep Rhiptein feature
You emanate an aura that fills you and your companions with a sense of virtuous chivalry, hardening your minds to an elevated Knightlyhood. At 7th level, you and friendly creatures within 10 feet of you cannot be charmed while you are conscious.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Toy Protector
15th-level Oath of The Deep Rhiptein
You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Legacy Child
20th-level Oath of The Deep Rhiptein
You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:
- You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
- Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
- If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.
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.
Previous Versions
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9/20/2023 7:16:48 PM
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