Base Class: Paladin
Paladin: Oath of the feather
The Paladins of the Oath of the feather are tied to the burden of greatness, leaders who will follow and sacrifice their light until overcome darkness that surrounds them. providing great wisdom, being an ideal for a entirety is a path that few can follow. The real powers given by this oath are unknown
Tenets of the Feather
The tenets of the Oath of the feather are based on ancient rites, known as plumes, that have been partially lost alongside centuries. There’s three remaining principles that emphasize the principles of responsibility and good heart above cruelty.
Be Righteous. punishment or award comes after certain. you have know what you stand forHave a light heart. decisions are only your will. it must never get into your heart, even when it means lost something forever
Live for a cause. seek an objective to live for. without it, nothing can be activated
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works
- Whispered Freedom. You can use your Channel Divinity to free a potential. As an action, you can choose a number of creatures you can see within 15 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creature's movement doesn’t provoke opportunity attacks and have the speed increased by 10 feet.
- Feathery Strike. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity to make one extra melee weapon attack. That attack deals an extra 2d8 radiant damage
Oath Spells
You gain oath spells at the paladin levels listed.
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Oath the feather 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 the Plume
At 7th level, you emanate an aura that drifts wind while you aren't incapacitated. When you and any creatures of your choice within 5 feet of you are hit with an attack roll, you can roll a d6. On a 5 or higher, the attack instead misses, regardless of its roll.
When you reach 18th level in this class, the range of the aura increases to 10 feet.
Judgment Strike
Starting at 15th level, whenever you damage a creature and that damage would drop it to 0 hit point, you can choose either, disintegrate it, as if on a disintegrate spell, or drop it to 1 hit point and leave it unconscious, while unconscious the creature can be awakened only by you or a wish spell.
Faithful Guardian
At 20th level, you learn how to invoke some power of the lost plumes. You can use your action to gain the following benefits for 1 minute:
- You can add your proficiency bonus any ability checks and saving throws you make that doesn’t already include your proficiency bonus, furthermore your proficiency is doubled for any ability check and savings throws that you have proficiency
- Once per turn, When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Constitution saving throw against your spell save DC. On a failed save, the creature is petrified for a number of hours equal to your charisma modifier (minimum of 1) .On a successful save, the creature can't be petrified by this feature for 24 hours, in addition, any weapons you hold become magical for the duration
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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