Paladin
Base Class: Paladin

Be a symbol for something better

 

Those who take this oath have a goal, a goal to improve themselves and others. Is this goal possible? No one knows but these paladins will try. Even when all seems lost these paladins will smile because they know everything will get better, they let nothing crush their spirits or the spirits of anyone around them.

These paladins share the following tenets: 

  • See not just the good in all things but see the best
  • Let your will be iron and your path clear
  • Inspire those around you 

 

Oath of AmericaSpells

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

Oath of Multiverse Spells

Paladin Level

Spells

3

Bless, Heroism

5

Aid, Guidance

9

Haste, Freedom of Movement

13

Warding Bond, Beacon of Hope

17

Death Ward, Aura of Life

Level 3: Liberty Smite

When you take the Attack Action, you can expend one use of your Channel Divinity to throw your weapon at an enemy within 20 feet, if it lands then it will strike the next enemy within 10 feet and then to the next. It will strike a maximum of enemies equal to your paladin level. If using an improvised weapon you can add 1d6 of thunder or force damage.  

 

Level 7: Aura of Truth

Your oath means you let yourself and others be the best you can be, and you have the power to let them reach it. All allies will receive all benefits that you receive at half effectiveness. Benefits that are shared include healing, buffs, extra hit points. 

Level 15: Unyielding Will

If an ally within 20 feet of you would have their hit points reduced to 0 you can take the damage for them. If your hit points would be reduced to 0, instead they fall to 1 and gain hit points equal to 5 times your paladin level. Once you use this feature, you can’t do so again until you finish a long rest.

Level 20: Sentinel

At 20th level, your unbreakable will makes you a cornerstone, a rock to all those around you. As a bonus action you can take in the hopes and ideals of all around you, granting the benefits below for 10 minutes or until you end them (no action required). 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). 

Fortify. You become resistant to spells, when you are struck by magic damage you can add that damage type to your next attack. 

Stone Wall. When you take damage, deal 2d8 force damage to your attacker. 

Assemble. Allies within 20 feet of you receive +1d6 on attack rolls, 30 extra hit points, +2 in AC and a bonus equal to your charisma modifier on saving throws

 

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