Paladin
Base Class: Paladin

Oath of Virtue Spells

 
Paladin Level Spells
3rd command, heroism
5th augury, calm emotions
9th counterspell, remove curse
13th guardian of faith, resiliant sphere
17th legend lore, greater restoration

Channel Divinity

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

Virtue's Guidance

As an action, you can beseech your Virtue for strength. For 1 minute, you add your Charisma modifier to weapon Damage rolls (minimum of +1).  If the weapon is not already magical, it becomes magical for the duration.

Virtue's Vision

As an action, you gain truesight out to 120ft. Creatures that might be revealed or unmasked by this effect must succeed on a Charisma saving throw or lose their facade of invisibility or illusion. You also get to add your Charisma modifier to all attack and damage roles you make while this ability is active. These effects lasts until the end of your next turn.

 

Aura of Virtue

Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against being charmed, frightened, or stunned while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Embrace the Virtue

Starting at 15th level, when you succeed on a saving throw, you have advantage on the next saving throw made within one minute. This effect can perpetuate itself.

Avatar of Virtue

At 20th Level, once per Longrest as a bonus action, you may invoke your virtue to give you incredible powress in combat against those who try to twist you. For 1 minute, your Virtue empowers you and the next spell you cast. You are immune to the charmed, frightened and stunned conditions and enemies that start their turn within your melee range must succeed a Wisdom saving throw against your spell DC or you have advantage on attacks against them until the start of your next turn. If you land an attack while having advantage from this feature, deal add 2*your charisma modifier to the damage.
The next spell you cast after using this feature also gains the following benefits:
If you cast a healing spell, maximise the healing and add your paladin level to it. If you cast a damaging spell, it inflicts maximum damage plus your charisma modifier. If the spell requires a save, allies automatically pass and take no damage, but enemies have disadvantage on their save.

Channel Divinity

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

Virtue's Guidance

As an action, you can beseech your Virtue for strength. For 1 minute, you add your Charisma modifier to weapon Damage rolls (minimum of +1).  If the weapon is not already magical, it becomes magical for the duration.

Virtue's Vision

As an action, you gain truesight out to 120ft. Creatures that might be revealed or unmasked by this effect must succeed on a Charisma saving throw or lose their facade of invisibility or illusion. You also get to add your Charisma modifier to all attack and damage roles you make while this ability is active. These effects lasts until the end of your next turn.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Virtue Spells

Aura of Virtue

Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against being charmed, frightened, or stunned while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Embrace the Virtue

Starting at 15th level, when you succeed on a saving throw, you have advantage on the next saving throw made within one minute. This effect can perpetuate itself.

 

Avatar of Virtue

At 20th Level, once per Longrest as a bonus action, you may invoke your virtue to give you incredible powress in combat against those who try to twist you. For 1 minute, your Virtue empowers you and the next spell you cast. You are immune to the charmed, frightened and stunned conditions and enemies that start their turn within your melee range must succeed a Wisdom saving throw against your spell DC or you have advantage on attacks against them until the start of your next turn. If you land an attack while having advantage from this feature, deal add 2*your charisma modifier to the damage.
The next spell you cast after using this feature also gains the following benefits:
If you cast a healing spell, maximise the healing and add your paladin level to it. If you cast a damaging spell, it inflicts maximum damage plus your charisma modifier. If the spell requires a save, allies automatically pass and take no damage, but enemies have disadvantage on their save.

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