Base Class: Paladin
While all paladins are, in one respect or another, the faith militant of their respective traditions, those who swear the Oath of Primal Man place themselves at the forefront of protecting the core of human prosperity. Crusaders of their faith, paladins that swear this Oath spend as much time studying how to build civilization and protect nature as they do the arts of war. They are often men and women who find a sense of belonging in both order and nature, while having the courage to fight for it. To be a Paladin Oathed to the Primal Man means to protect the perpetual forward march of mankind while guiding it to maintain a sustainable harmony with nature.
Tenants of the Primal Man
Never Forget the Mission: Do not let anger, revenge, or despair come between you and your goal. Every battle is fought for a reason, and there is an objective to be won that must be remembered always.
Adversity Builds Strength: Fear is fought with courage, devastation is overcome by determination. Even in the rockiest soil, the toughest seed takes root and flourishes.
Life Finds a Way: The circle of life must and will keep turning. Embrace that which makes life worth living in times of peace to keep you strong in times of war. Live today, for you may not live to see the dawn.
Level 3: Primal Aegis
At 3rd level, while not wearing a shield your character can add one half of their charisma bonus to their Armor Class. This ability does not function with shields, the Shield spell, or Shield of Faith.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
- Sacred Armor: As a bonus action, you can imbue heavy armor that you are wearing with positive energy, using your Channel Divinity. For 1 minute + 1 minute per Charisma Modifier, you add your Charisma modifier to your AC. This effect lasts until the first time the character is struck. If you fall unconscious or are no longer wearing the armor, the effect ends.
- Sacred Weapon: You can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 1 minute + 1 minute per charisma modifier, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. If you fall unconscious or are no longer holding the weapon, the effect ends.
Primal Champion
Beginning at 7th level, your instinctive edge in battle increases allowing you to capitalize on openings that others cannot see. Critical hits are now triggered on a roll of 19 or 20. This increases to 18-20 at level 18.
Primal Battle Aura
Beginning at 15th level, the very spirit of battle flows outward from you, causing you to become a supernatural locus point in combat that keeps your allies ever-wary of incoming attacks. Enemies cannot gain advantage on attack rolls against you and creatures within 30 feet of you while you are conscious.
Primal Legend
Beginning at 20th level, As a bonus action you gain the benefits below for 10 minutes. Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Divine Might: Each attack you land deals double your charisma modifier in Radiant damage.
Regeneration: At the start of each of your turns, you regain 10 Hit Points.
Saving Throw Reroll. If you fail a saving throw, you can take a Reaction to reroll it. You must use this new roll.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/21/2025 2:14:39 AM
|
4
|
1
|
1.0
|
Coming Soon
|
|
|
1/27/2025 2:11:15 AM
|
15
|
1
|
--
|
Coming Soon
|
|
|
1/27/2025 2:15:19 AM
|
13
|
1
|
Rise Above
|
Coming Soon
|
Comments