Base Class: Paladin
Paladins who take the Oath of The Vessel give their soul to their cause for lifetimes beyond their own. These chosen ones embody the traits and ideals of their god. Therefore, these paladins worshiped by their gods followers who believe The Vessel carries out the will of their god on Earth.
The Vessel can appear to loaf about by those unfamiliar with the order but really, these champions are always laying in wait for their sign to move. They are known for striking with deadly accuracy and speed.
TENETS OF THE VESSEL
Called directly by their god, a paladin who takes this oath has answered and accepted the burden of being their messenger.
Think Forward : Take the time to plan for the future. Have patience and ensure victory and prosperity not just for tomorrow, but for 7 generations from now.
Be a Shelter : Protect the young, with your life, until they are ready to live on their own. Care for those who are struggling, be with them as they get back to their feet.
Kill Without Remorse : Act boldly. Act proudly. Do not hesitate and do not regret your actions. Be swift and keep moving forward.
Enjoy the Ride : Delight in the gifts, love, and praise you receive. Do not belittle others with false humility.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Guided Hunter
Your oath guides you in a calculated strike You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. If your attack hits, the creature cannot become hidden or invisible to you for 1 minute. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Portent
As an action, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Aura of the Untamed
Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on difficult terrain. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.
Unyielding Soul
Starting at 15th level, the energy you channel allows you to resist death. When you drop to 0 hit points, you can instead spring back to your feet with a burst of divine energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant or necrotic damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.
Additionally, you no longer suffer the drawbacks of old age, and you can’t be aged magically.
Eyes of God
At 20th level you assume the eyes of a great feline deity.
- You gain 60 feet of true sight.
- You can no longer be blinded or deafened.
- You can no longer suffered from the surprised condition.
- You can read all writing.
- You are proficient in perception if not already.
- You take 3 attacks during the first round of combat
Previous Versions
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