Base Class: Paladin
Tenets of Hope
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Blade of Light. You can use your Channel Divinity to create a radiant blade in an empty hand. As a bonus action, you can create a weapon of light in an empty hand of yours. You choose the form the weapon you create takes. You are proficient with the weapon you create, and you can use either your Strength, Dexterity or Charisma modifier for attack rolls and damage rolls you make with the blade. The weapon can only be a melee weapon that lacks the thrown property, and the weapon gains the properties of the form you choose to create it as. The weapon deals 2d6 plus your chosen modifier radiant damage on a hit. The weapon also emanates bright light for 10ft. and dim light for another 5ft. The weapon stays in your hand for 1 minute or until you drop it willingly, until you fall unconscious or die.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
- Intervention. You can use your Channel Divinity to protect a creature close to you, that is attacked. When a creature within 15ft. of you gets attacked, you can use your reaction to Take the Damage in their Stead. get Resistance to one of the damage types that hits the ally.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Aura of Hope
Starting at 7th level, you and friendly creatures within 10 feet of you Are Healed {{scalevalue}}half your level{{scalevalue}} while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Purity of Spirit
Beginning at 15th level, you are always under the effects of a Shield of Faith spell.
Sun of Hope
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an Ally creature starts its turn in the bright light, the creature Heals For 2d20 Hp.
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/4/2024 8:37:26 PM
|
12
|
2
|
--
|
Coming Soon
|
Comments