Paladin
Base Class: Paladin

Paladins of this oath follow many different doctrines and rituals, exercises and routines in an attempt to both enhance and display their formidable strength. With every flex they bring a little bit of desire for improvement. Self motivation is key to an Oath of Strength paladin, as well as discipline, and knowledge, only then may you become truly strong.

Channel Divinity

3rd-level Oath of Strength feature

You gain the following two Channel Divinity options.

Immense Strength. As an action, you can imbue your muscles with divine strength, using your Channel Divinity. For 1 minute, you add your half your proficency bonus (rounded down) to attack rolls made with melee weapons using your strength (with a minimum bonus of +1). You have advantage on Strength checks and saving throws, and your carrying capacity (including maximum load and maximum lift) is doubled.

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.

Word of Vigour. As an action, you present your holy symbol and speak a prayer instilling vigour into friends and allies, using your Channel Divinity. Each allied creature that can see or hear you within 30 feet of you may add half your Charisma modifer (minimum of 1) to either their strength or constitution ability score. You may add your entire charisma modifier to either your strength or constitution ability score.

The bonus to allies lasts for 1 minute, while the bonus to self lasts until the end of your next turn.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Strength Spells

Inspiring Gunshow

7th-level Oath of Strength feature

You may over the course of a minute, put on a grand display of athleticism and muscle control, starting with an action. At the start of each round, you postulate, causing allied creatures within 30 feet to regain hit points equal to your charisma modifier. You may also drag a creature of your choice within 10 feet of you into the show and turn it into a contest. At the start of each round of a contest, you roll a athletics check contesting one from the rival you chose. On a failure, you take 1d10 psychic damage. On a success, the rival creature takes 1d10 psychic damage. During a contest, allied creatures regain hit points equal to half your charisma modifier (rounded down).

After entering a gunshow, you may end it early as a bonus action, however you take psychic damage equal to the number of rounds you had left to complete. You may preform a gunshow once per short rest.

At 18th level, the range to inspire allied creatures increases to 50 feet.

Cocksure Flourish

15th-level Oath of Strength feature

You may preform a cocky act of strength using a melee weapon. You may cause, as a free action, your attacks to be made with cocky strength until the end of your turn. You may subtract your charisma modifier from your attack rolls, and add half your charisma ability score (rounded down) to the damage roll. You may preform this a number of times equal to your proficency bonus.

At 20th level, you only need to remove half your charisma modifier (rounded down) from your attack rolls.

Herculean Stature

20th-level Oath of Strength feature

Your poses reach new heights of mastery. Once per day, you may preform a herculean pose, causing hostile creatures within a 20 foot radius of you, with a strength score lower then yours to become stunned, while creatures with an equal or higher strength score to make a Charisma saving throw against your spellsave DC or be charmed. Either condition lasts for as long as you hold the pose.

To hold the pose, you cannot move, or take actions, and whenever you are hit, you have to make a DC 14 charisma or constitution saving throw (your choice) to maintain the pose.

You may do this once per long rest.

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