Paladin
Base Class: Paladin

When a paladin takes the Oath of Heritage, they acknowledge that their time in this world is ephemeral and pledge to do everything in their power to leave behind a better world. This objective may seem evident for any servant of good, but in swearing this oath, no code of conduct is imposed, these paladins are free to choose their methods and therefore must bear the burden of their decisions. From the radiant knight who inspires crowds and conveys his will through his legend to the assassin lurking in the shadows who stains his hands and soul so that others don't have to, the paladin vowing to leave a better tomorrow can take many forms. But if there's one idea that unites all these paladins, it's that they will carry their fight to the end, even if it means they won't see the future they are fighting for. Therefore, no paladin recognizes better than them the value of education and the importance of the legacy left to future generations.

Paladins who have taken the Oath of Heritage are highly diverse, yet each is represented by these tenets:

  • Small changes lead to big ones. Never underestimate the magnitude of the repercussions of your actions.
  • Judge of every moment. Nothing is as simple as it seems; keep your mind as open as sharp.
  • Chance does not exist. Each event exists only through its causes and consequences; learn from the past to influence the future.
  • Your ideals will outlive you. The impacts of your actions after your death will reveal the true value of your life.

Channel Divinity

When you choose this oath at 3rd level, you gain the following two channel divinity options.

Divine Protection. When an allied creature within 30 feet of you is targeted by an attack, you can use your reaction to increase its armor class by 5 until the start of its next turn (Shield spell effect).

Judge's Acuity. For 10 minutes, you have Blindsight (60 feet) and advantage on perception and insight checks.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Foresight

Starting at 7th level, when an attack targeting you or an allied creature within a 10-foot radius misses, the target can use its reaction to move up to half its speed without triggering an opportunity attack from the attacker. At 18th level, the aura's radius is increased to 30 feet.

Immutable Will

Beginning at 15th level, when you must make a death saving throw, you can intentionally fail it to unleash a divine bolt on a creature within 60 feet of you. The target must make a Dexterity saving throw, suffering 8d8 radiant damage on a failure, or half on a success.

Avatar of Fate

At 20th level, you can assume the form of an Avatar of Fate for 1 minute, gaining the following benefits.

Your armor class is increased by 2.

Once per turn, when you see a creature succeed on an attack roll, saving throw, or ability check, you can force it to reroll a d20 and keep the lower result.

Once you use this feature, you can’t use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes