Base Class: Paladin
In the dark corners where despair lurks, a figure emerges whose mere presence turns the air into a promise. It has no name, for names impose limits, nor a defined face, for its essence is universal. They say it walks barefoot to feel the pulse of the earth, and with every step, invisible paths bloom, guiding the lost.
Its hands seem to carry an unseen weight: the burden of broken dreams it mends with threads of light. Some claim to have felt its shadow before its arrival, a gentle warmth that dispels the cold fog of fear. Others insist its voice cannot be heard, yet the stars seem to flicker to the rhythm of its words.
It is the echo of hope in times of emptiness, the guardian of those who have fallen, and the whisper that says, "You still can." No matter how deep the night may be, as long as its steps resonate in the collective memory, there will always be a sunrise waiting on the edge of the horizon.
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The Image of Tomorrow: Carrying the message of hope for tomorrow. Dark times always come, but they never last—not as long as there are people with the dream of living one more day and making an effort to forge a better world. It is for those people that life is worth living and dying for, and hope must always bloom for them. I will do everything in my power to help ensure it does.
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The Dream of Justice: Those who do wrong must be judged and punished, but there is always redemption and hope for a soul to change its course. There will be those who are beyond saving, but I must try, for being lost does not mean one cannot be found.
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The Duty to Protect: The two most precious things in the world are life and dreams, and they must be protected at any cost. There will be times when, for some to live, others must die. Reaching such a point is regrettable, but the needs of the many outweigh the needs of the few... or of the one.
"Dreams save us. Dreams lift us up and transform us into something better. And on my soul, I swear that until my dream of a world where dignity, honor and justice are the reality we all share, I'll never stop fighting. Ever."
Level 3: Oath of the Hope Bringer Spells
When you choose this subclass, the magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Hope Bringer Spells table, you thereafter always have the listed spells prepared.
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Paladin Level |
Spells |
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3 |
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5 |
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9 |
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13 |
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17 |
Level 3: Starman
Starting Lv 3, you always have one spell from your Oath of Hope Bringer Spell list prepared with your hope and you can cast it at will without using a spell slot. This Spells can only be the ones listed below and can only be cast this way at his minimum Lv slot.
-Lv3: Heroism
-Lv5:Zone of Truth
-Lv9:Beacon of hope
-Lv13:Stoneskin
-Lv17:Greater Restoration
Level 3: Peaceful presence
Your presence subtly radiates feelings of peace and hope around you, making everyone around you slightly more willing to listen when you speak calmly and confidently. At Lv 3, you have Advantage on Charisma (Persuasion) checks that you make to avoid or end a fight or conflict between you or others creatures.
Additionally, any enemy that attacks you without provocation have Disadvantage on initiative rolls and his first attack against you.
Level 7: Channel Divinity: My word is my sword
At Lv 7, you can use your Channel Divinity to imbued your voice and give an hones pure heart speech to your enemies to make them realized the wrong in their actions. Any enemy at 20ft of you must succeed on a Wisdom Saving throw with a Dc equal to 10 + your Charisma modifier + your proficiency bonus or become self-aware of their actions, gaining the Charmed conditions and using their movement and actions to abandon the combat, try to make amends and take better life decisions, inspired by your words. This feat doesn't affects creatures that are naturally evil.
You can only use this feat once per Long Rest.
Level 15: Aura of Hope
At lv 15, your might over pose against your enemies in your Aura of Protection. You and any allied in your Aura have Advantage on Saving throws against any spell or effect that would make them have the Charmed, Prone or Paralyzed condition. If an allied that have any of those conditions start his turn on your aura, that condition ends.
Additionally, once per combat, you can use a Magic action to increase the radio of your aura to 20ft for 1 minute.
Level 20: Man of Tomorrow
At Lv 20, you become a man of steel that brings the dream of a better tomorrow wherever you go. You gain Advantage on any Saving throw that you are forced to make. Also, once per short rest as a Bonus Action, you can imbued your Aura of Protection with the force of your hope to gain the following effects for 1 minute:
-The League of Hope: Your allies in your Aura have Advantage on any saving throw.
-Keep the hope in your soul: you and any ally that starts his turn on your Aura regain hit points equal to 3D8 + your Charisma modifier.
-For my soul, I will never stop fighting: You can use an Action to exceed the limits of your power to become a true beacon of Hope. A pilar of light shows from your aura, giving all your allies an Heroic Inspiration if they don't have it and you with any ally that is not incapacitated regain 1 spell slot of any Lv.
Previous Versions
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12/26/2024 5:20:06 AM
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12/26/2024 5:25:56 AM
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12/28/2024 9:22:51 PM
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1/4/2025 8:00:27 PM
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