Paladin
Base Class: Paladin

The Oath of Unity binds a Paladin to the belief that true strength doesn't come from just themselves but from the unity and cooperation of allies. These paladins serve as beacons of inspiration and support on the battlefield, empowering their companions to greater heights through selflessness and comraderie. No trial is insurmountable with the aid of ones allies.

Tenents of Unity:

1. Cooperation: Strive to work with your allies for in Unitiy lies Strength.
2. Empowerment: Seek to empower and uplift your fellow kith for a general's success comes from the success of their troops.
3. Selflessness: put the needs of your allies before your own, knowing that through personal sacrifice others may rise to the challenge.
4. Guidance: offer guidance and inspiration not just to your allies but to any in need for in the darkest of times light leads the way.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Inspiring Presence: As an action, you can use your Channel Divinity to bolster the morale of your allies. for the next minute, whenever a friendly creature within 30 feet of you makes an attack roll or saving throw they can add your Charisma modifier to the roll.

Additionally, if they start their turn within 30 feet of you they gain temporary hit points equal to your paladin level.

Divine Shield. As an action, you can use your Channel Divinity to create a shimmering shield of divine energy that extends to protect you and your allies. For one minute, you and friendly creatures of your choice within 30 feet of you gain a bonus to AC equal to your Charisma modifier (minimum of +1). Note* In order to keep the buff allies must stay in the area.

This protective barrier will also grant advantage on saving throws against spells and other magical effects for the duration.

Penalty: Unlike other channel divinities, these both come with a flaw. With the bolstered power to your allies, the responsibility of leadership weighs heavy upon the crown. Should any ally under your charge within 30ft of you during either of these channel divinities fall unconscious, you will remember the loss of others because of your actions. Roll a d6 on the table for possible complications. These take effect immediately and can have a saving throw on their turn to break the effect.

1. At the start of your next turn, you are incapacitated unless you roll a DC 15 Constitution saving throw. 

2. At the start of your turn roll a DC 15 Charisma saving throw. or you go a berserk. must recklessly attack any enemy within range or do everything in your power to reach that enemy on your turn. While Berserk you lose a sense of your fighting prowess leaving yourself open to attacks and any physical attacks made at you are made with advantage.

3.At the start of your turn you must make a DC 15 Wisdom saving throw or you suffer a crisis of resolve. Should you fail this save any spells or magical effects which cause a spell save are made at disadvantage as you cannot will yourself to move or think how it should.

4. At the start of your turn roll a DC 15 Dexterity saving throw. Should you fail your feel feel ledded and your movements are slowed. You move at half of your movement speed and you have disadvantage on any dexterity based checks.

5. At the start of your turn you may attempt to succeed a DC 15 Intelligence saving throw to remove the effects. You are unable to think quick enough. Act sluggishly as you struggle to process the information coming around you. You may only perform an attack or a movement each round and you may not take any reactions while this is in effect.

6. Roll Twice and take both of the effects. If you get a six again, reroll. 

Another individual may grant an advantage to the paladin making these saving throws should they revive the individual(s) who was knocked unconscious. 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Inspiration

Starting at 7th level, whenever you score a critical hit. You can inspire a fellow ally within 60ft. You can grant them 1d8 that they can utilize on any attack, saving throw, or ability check. This inspiration lasts for 1 minute.

Vengeful Redirection

As a reaction on each of your turns, you can take up to 2d10 additional damage from an ally that has been hit by an attack within 60ft of you, reducing the damage from them and taking it yourself. On your subsequent turns if you hit the same opponent you can channel that energy back into them dealing 2d10 additional force damage. 

Starlight's Grace

Celestial Ascendance You ascend to a state of celestial perfection, becoming an embodiment of starlight and divine grace.

As a bonus action, you can transform yourself into a celestial being for 1 minute. While transformed, you gain the following benefits:

  • You emit bright light in a 60-foot radius and dim light for an additional 60 feet.
  • You have resistance to all damage except psychic damage.
  • You have a fly speed of 60ft
  • You can use your action to unleash a burst of radiant energy. Each creature of your choice within 30 feet of you must make a Constitution saving throw, taking 8d10 radiant damage on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest. The same damage that is dealt by the 8d10 is also used to heal any creature within 30ft of you.

Once you use this ability, you can't use it again until you finish a long rest.

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