Base Class: Paladin
Tenets of The People
Keeper of Hope A leader must be prepared to do what is required for the perseverance of their followers, no matter how hard the road they must travel.
The ties that bind Love, friendship, and comradery guide the most lost of souls and embolden the most fragile spirits.
Fight for as long as you are able Stand in defiance of fate and blaze a path of your own making.
Channel Divinity
Bulwark of Stone
As an action you funnel your resilient spirit into the steel by your side, using your channel divinity. Choose up to six enemies within 69 feet. Those enemies must succeed on a wisdom saving throw against your spellcasting DC. On a failure the selected enemies are compelled to move up to their movement speed to a solid piece of ground near you and are given disadvantage on the next attack they make.
Hope's Blade
As an action you infuse your weapon attacks with the light of hope, using your channel divinity. Your next weapon attack will mark a target and give your allies advantage for the next attack roll they make against that enemy.
Leader's Aura
Beginning at 7th level, your presence inspires others to fight for what's right. You and friendly creatures within 10 feet of you gain a bonus to your armor class. This bonus equals half of your proficiency bonus (rounded down).
At 18th level, the range of this aura increases to 30 feet.
Defender of Many
At 15th level your power to defend those you value increases. You gain resistance to bludgeoning, Slashing, and Piercing damage. In addition your Bulwark of Stone now affects up to twelve enemies.
Glorious Incandescence
At 20th level you can manifest the stalwart hope and powerful adoration of your people to empower yourself. Your mental and physical abilities are enhanced beyond what was originally possible.
- 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.
- At the start of each of your turns you regain 10 hit points.
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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