Paladin
Base Class: Paladin

FAITH
LOYALTY
UNWAVERING

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.

Hand of the Temple. As an action you present you holy symbol and shed bright light in a 30 foot radius. Up to five allies of your choice in the area regain 1 Hit Point and the end of every turn for 1 minute.

Will of the Temple. As an action you present you holy symbol and shed bright light in a 30 foot radius. Each ally in the area can repeat a saving throw of their choice for 1 minute. The saving throw must be repeated before the GM declares the result of the first roll.

Aura of the Temple

Starting at 7th level, you constantly emanate a protective aura that mirrors the divione might of your temple. The damage taken by you and friendly creatures in 10 feet of you is reduced by 2 when taken from spells or weapons.

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

Temple's Favoured Soul

Starting at 15th level, you are always under the effects of the heroism spell. If you start a turn with zero temporary hit points, you instant gain 7 temporary hit points. While you have these diviney granted hit points, you cannot gain temporary hit points by any other means.

High Templar

By 20th level you have become one of the most well known, renowned, and venerated invidivuials in your temple. You have been garnted the title of High Templar, the highest rank it is possible to achive in the temple. Others can undoubtedly sense the presence of your diety within you. You shed bright light in a 10-foot radius, and dim light a further 10 feet. If you completely cover yourself with something opaque, the light is blocked.

Additionally, you can use your action to emanate a divine aura with a radius of 30 feet centres on yourself for 1 minute. The aura moves with you, remaining centred on you. Any enemy creatures in the aura have disadvantage on ability checks, attack rolls, and saving throws,

Once you use this feature, you cannot use it again until you have completed a long rest.

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