Paladin
Base Class: Paladin

Oath of the Found, or Oath of Found Family, is an oath sworn after a Paladin's transformation following a fulfillment of their original oath -- only if the new path that they have taken is one of Family and Friends. It is paramount to all else and is the inextinguishable light of their life. This oath is only available to them once they have fulfilled their previous oath with the full intention of then protecting and assisting their family or found-family, or both. They become the monarchs of the family unit, held in high regard by their counterparts and friends. The more family-oriented the group or party is, the more adventageous it is to the Paladin.

Channel Divinity

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

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

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.

Overprotective. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points. This is your parental nature coming out and "scolding your children" for their incompetence, or it is your "nurturing encouragement" for their short-comings and betterment.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Divine Protection

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way.

Vigilant Rebuke

You’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.

Champion

At 20th level, you can assume the form of The Monarch of your family, taking on an appearance you choose.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

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

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