Paladin
Base Class: Paladin

Since the founding of the Girl Scouts of America by Juliette Gordon Low, nicknamed "Daisy", the girls that made up the nation spanning organization was and has been determined to make the world a better place. This is clearly seen within the Girl Scout's Promise: "On my honor, I will try: To serve my divinity and my country, To help people at all times, And to live by the Girl Scout Law." While many see the normal acts of charity and community help, their dedication goes even further in their efforts. When joining the Girl Scouts of America, these girls take a sacred oath to protect those who cannot protect themselves from the evils that they cannot see or do not know about. 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Crown Spells
Paladin Level Spells
3rd heroism (Courageous and Strong Badge), disguise self (Special Agent Badge)
5th locate object (Geocacher Badge), snilloc's snowball swarm (Junior Snow or Climbing Adventure Badge)
9th sending (Social Butterfly Badge), haste (Staying Fit Badge)
13th faithful hound (Pets Badge), fabricate (Brownie Craft and Tinker Badge)
17th legend lore (Computer Expert Badge), animate objects (Robotics 1,2,&3 Badges)

Channel Divinity

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

Cookie Seller's Suave: You can use your channel divinity to augment your personality in order to get people to do what you want. For most girl scouts this power is used in the selling of girl scout cookies. As a bonus action you grant yourself a +5 to Charisma (Persuasion) checks for the next 10 minutes.

Journey Badge: A World of Girls: Using the power from your Journey badge, you imbue your weapon with the strength of girls around the world. 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.

Compassionate Shield

As a reaction, when an ally within 10 feet of you is hit by an attack, you can use your Compassionate Shield feature to absorb part of the damage. You take psychic damage equal to half the damage dealt to your ally, and the ally takes only half the original damage. You can use this feature a number of times equal to your Charisma modifier (minimum of once) per long rest.

Aura of Support

You project an aura with a 30-foot radius that lasts for 1 hour. This aura can be projected once per short/long rest.

Supportive Presence: When an ally within the aura makes a saving throw against a condition, they can use their reaction to gain a bonus equal to your Charisma modifier (minimum of +1) on the saving throw. This feature can be used once per saving throw.

Cookie Expert

At 20th level your experiences, journeys, and sales you have ascended through the ranks of the girl scouts and have the ability to unlock your inner cookie expert. As an action you can activate it and for one minute you can unlock this status and reap its benefits. 

One Tough Cookie: Your body and armor becomes tougher and you emanate the smell of freshly baked cookies in a 30 ft. radius. For the duration, you have resistance to all damage.

Master of Baked Goods: Several cookies orbit around you, each providing different effects when used. Only one can be used per round of combat. 

S’mores - Can be flung as a bonus action to deal 3d6 fire damage to an enemy. 

Thin Mints - Can be flung as a bonus action to deal 3d6 cold damage to an enemy. 

Lemon-ups - Can be consumed as a reaction to add 1d6 to an ability score or attack roll after being inspired by the message on the cookie. 

Trefoils - Can be consumed as a free action. It is just a tasty snack. 

Tagalongs - Can be consumed as a reaction to heal yourself, regaining 3d6 hit points.

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