Paladin
Base Class: Paladin

Tenets

1. Uphold the System: Defend the established order of Talamor, including the monarchy and the council, against those who would seek to dismantle or destroy it. Follow order's given by those above you unless they contradict with the following tenets.

2. Seek Justice: Pursue justice and fairness while working within the established system. Respect and protect all people no matter their social standing or if they deserve it.

3. Gratitude: express gratitude to your deity before every short rest (blessing food) and after every long rest (morning prayers). Express gratitude to whomever offers you a gift whether you accept it or not.

4. Defend the Realm: Protect Talamor from external and internal threats to its innocent people. (May include fighting tyranny)

Oath Spells
3-1 Command, Detect Evil and Good, Bless
5-2 Zone of truth, Divine Favor, Aid
9-3 Create food and water, dispell magic
13-4 Banishment, death ward
17-5 Dispell Good and Evil, Scrying


Channel Divinity

Demand Order: As an action, your voice rings with divine might and the authority of the realm as you call for silence and stillness. All creatures within 30 feet that can hear you must make a Wisdom saving throw, DC being 1d12 + Paladin level. On a failure, the creature becomes paralyzed for 1 minute and you gain advantage on Charisma checks against the creature for 1 hour. This can be used twice per long rest, each additional time you gain 1 level of exhaustion.

Gracious Protection: As an action, you invoke the protective power of the realm. Choose a creature or 30 feet of you. The target gains resistance to piercing and slashing damage, or becomes immune to a specific type of effect (such as charm, fear, or poison), for 1 minute. A creature can repeat the saving throw at the end of each turn, ending the effect on itself on success. You can use this once per long rest, each additional time you gain 1 level of exhaustion.


Aura

At level 7 choose one

Aura of Legitimacy: Starting at 7th level, you embody the authority of the realm. Allies within 10 feet of you gain advantage on Charisma checks against creatures that are part of or respect the established order of Talamor.

Aura of Gracious Aegis: Starting at 7th level, you surround yourself with a gracious aura. When a creature within 10 feet of you reaches 0 hit points and asks for mercy, you must roll a d20. If the roll is 10 or lower, the creature gains advantage on its next death saving throw. If the roll is 11 or higher, the creature instantly succeeds on its next death saving throw. If you roll a 20, the creature also regains 5 hit points.


Passive Effect
Starting at level 15, you have advantage on saving throws against being charmed or frightened while bearing a symbol of the realm. (Symbols include but are not limited to the flag, the crest etched into your shield and armor, a token of a royals effection, or a royal themselves if they are carried in your arms.)

Transformation
Angel of Justuce
At 20th level, you can assume the form of an
angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
• Wings sprout from your back and grant you a flying speed of 60 feet.
• You emanate an aura of Justice in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened or charmed by you for 1 minute or until it takes any damage.
Attack rolls against the frightened creature have
advantage. Charmed creatures have disadvantage against your wisdom checks.
• At the start of each of your turns, you or an ally within 10 feet you can see regain 10 hit points.

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

Level 3: Realm Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.

Oath of Devotion Spells
Paladin Level Spells
3 Command, Detect Evil and Good, Bless
5 Aid, Zone of Truth, Divine Favor
9 Create Food and Water, Dispel Magic
13 Banishment, Death Ward
17 Scrying, Dispel Evil and Good

Level 7: Aura of Gracious Aegis

Starting at 7th level, you surround yourself with a gracious aura. When a creature within 10 feet of you reaches 0 hit points and asks for mercy, you must roll a d20. If the roll is 10 or lower, the creature gains advantage on its next death saving throw. If the roll is 11 or higher, the creature instantly succeeds on its next death saving throw. If you roll a 20, the creature also regains 5 hit points. 

Level 7: Aura of Legitimacy

 Starting at 7th level, you embody the authority of the realm. Allies within 10 feet of you gain advantage on Charisma checks against creatures that are part of or respect the established order of Talamor.

Level 15: Passive Effect

Starting at level 15, you have advantage on saving throws against being charmed or frightened while bearing a symbol of the realm. (Symbols include but are not limited to the flag, the crest etched into your shield and armor, a token of a royals affection, or a royal themselves if they are carried in your arms.)

Level 20: Angel of Justice

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

• Wings sprout from your back and grant you a flying speed of 60 feet.

• You emanate an aura of Justice in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened or charmed by you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. Charmed creatures have disadvantage against your wisdom checks.

• At the start of each of your turns, you or an ally within 10 feet you can see regain 10 hit points.

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

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