Paladin
Base Class: Paladin

Tenets of the Warrior of Light

Perpetuation: when you encounter darkness, you must bring the Light to dispel it once more.

Courage:  Never shy away from the dark, and face your mission with a strong heart.

Hope: Stand against the Darkness to bring hope to others that it will not prevail.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Dispel Darkness. As an action, you present your holy symbol and speak a word of light, and permanently dispel any magical darkness within 60ft of you.

Revert the Heartless. As an action, you present your holy symbol and channel divine energy through it, causing any fiends or aberrations within 30 ft of you to make a wisdom saving throw. On a failed save, any fiend or aberration within 30 ft of you is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action

Aura of Light

You emit an aura of comfort and safety, as the warmth of the Light washes over your allies. You and any friendly creatures within 10ft of you can no longer be Frightened and have advantage on Constitution saving throws. This radius increases to 30ft at 18th level.

 

Pure of Heart

Starting at 15th level, you have immunity to radiant damage, and if you take radiant damage, you regain hit points equal to half the damage you would’ve taken.

 

Keyblade Armor

At 20th level, you gain the ability to fully channel your power of Light. As an action, you can magically summon this incredible armor, gaining the following benefits for 1 minute:

  • Gain an AC of 22 + your CHA modifier. Armor is considered Heavy Plate armor, you become proficient with it when wearing it and it does not impose disadvantage on DEX skills or saves.
  • Gain immunity to Necrotic damage and, when hit with Radiant damage, recover Hit Points for the full amount of damage taken.
  • Add 3d4 Radiant damage to all melee and ranged attacks
  • Any friendly creatures within 20ft of you can apply 1d4 Radiant damage to their melee and ranged attacks
  • You shed bright light for 70ft and dim light for an additional 40ft.

Once you use this feature, you cannot activate your armor until a Long Rest.

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