Paladin
Base Class: Paladin

Oath of the Dissident Paladins hold conviction over loyalty, fighting against institutionalized corruption that would soil their Faith.

Channel Divinity

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

Symbol of Resistance. As an action, you touch one willing creature and create a magic tattoo of your holy symbol on their skin, which disappears after one hour. While the tattoo persists, The creature gains proficiency in two of the following (their choice): deception, persuasion, stealth, sleight of hand. In addition, they may used your charisma modifier instead of the normal attribute modifier when making skill checks of the chosen proficiencies. 

As an action, the creature can hide the tattoo with an illusion, making it appear as another tattoo, or as though it isn't there at all. The creature can also dispel the illusion with an action.

Checks and Balances. As an action, you present your holy symbol and bestow a curse onto one creature within 30 ft. of you. For the next minute, whenever that creature attacks, they must roll 1d4 and choose to either subtract the result from their attack roll, or take the result as radiant damage.

This effect ends early if you fall unconscious or end your turn further than 30 ft. away from the affected creature.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Defiance

Starting at 7th level, creatures of your choice within 10 feet of you cannot make opportunity attacks or regain hit points while they have more hit points than you and you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Deny the Privileged

Beginning at 15th level, ignore any damage resistances to your weapon attacks and paladin spells. Treat damage immunities as damage resistances.

Viva la Revolution

At 20th level, your resolve for institutional change is unshakeable, inspiring your allies and intimidating your foes. As an action, you can gain the following benefits for 1 minute:
- Your attacks deal an additional 1d8 radiant or necrotic damage (your choice) to creatures with more hit points than you.
- You and creatures of your choice within 10 ft. of you cannot be charmed, frightened, or stunned.
- As a reaction to when you take damage, gain temporary hit points equal to the damage dealt.

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

Comments

Posts Quoted:
Reply
Clear All Quotes