Paladin
Base Class: Paladin

The Oath of Optimism was born in dark times. Its creators combined the principles of the Oaths of Devotion, the Oath of the Ancients, and the Oath of Redemption into something similar yet different. A paladin of optimism does not spread blind and toxic positivity, but encourages people to stand strong against the forces of evil and despair, and to spread that strength to others.

Tenets of Optimism

Paladins who follow this oath must recognize and accept the nature of evil and negativity in order to spread good in the world according to its tenets:

Empathy: Though not everyone deserves love or redemption, you must understand why people do the things they do and the circumstances and institutions that lead them to do it.

Reinforcement: Stand by the downtrodden, support them, and encourage them to do everything in their power to make their lives better.

Realism: There are some people in the world who cannot or do not want to improve their lives. Sometimes spreading optimism is impossible, and you must accept this and move on when all options are exhausted.

Resilience: You must be a beacon of hope for others, and never give up. If you feel yourself doing so, those who you inspired will support you and hold you up.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Optimism Spells table. See the Sacred Oath class feature for how oath spells work.

PALADIN LEVEL SPELLS
3rd Guiding Bolt, Purify Food and Drink
5th Calm Emotions, Enhance Ability
9th Beacon of Hope, Mass Healing Word
13th Faithful Hound, Private Sanctum
17th Greater Restoration, Hallow

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Hope for the Hopeless. You can give a creature the self-confidence to briefly surpass their limits. As a bonus action, grant a friendly creature of your choice advantage on all attack rolls and saving throws for the next minute. This ability requires concentration like a spell.

Light in the Darkness. You can become a beacon of light that reassures and strengthens your allies. As an action, create an orb of light floating above you that sheds bright light in a 15 foot radius and dim light for another 15 feet and lasts for 1 minute. You and friendly creatures within the bright light gain a bonus to attack rolls equal to your Charisma modifier while enemy creatures subtract your Charisma modifier from their attack rolls. The bright light also dispels magical darkness.

Aura of Determination

At 7th level, your allies become more confident in your very presence. You and friendly creatures within 10 feet of you gain a bonus to skill checks equal to your Charisma modifier.

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

Fight as One

At 15th level, you can channel your power into others to bolster their strength. You can use your reaction when you or a friendly creature within your aura or under Channel Divinity: Hope for the Hopeless rolls for damage on a weapon attack or spell, you can cause the attack/spell to deal additional radiant damage equal to 2d8 + your Charisma modifier.

Champion of the People

At 20th level, you become capable of channeling the will of the people into yourself, turning their faith in you into power. As an action, you take a form of great power, granting you the following benefits for one minute unless you choose to end it early as a free action:

  • You and all creatures that start their turn within or enter your aura for the first time on their turn regain 2d8 + your Charisma modifier hit points.
  • You and all creatures within your aura are immune to the Blinded, Charmed, Frightened, Incapacitated, Paralyzed, and Petrified conditions. If a creature with any of these conditions enters or is within the aura when the condition is inflicted upon them, the condition(s) immediately ends.

After using this ability, you must finish a long rest before using this condition, or you can expend a 5th level spell slot to activate it again.

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