Paladin
Base Class: Paladin

The Oath of the Scalebearer calls to the nomadic warriors of Titan, protectors of their homeland and defenders of great creatures of myth who are in need of protection.  Harnessing the very power of those being their sworn to watch over, paladins who swear this oath stand against those who would try to hunt these creatures for sport, or means more nefarious.

Such guardians believe in the beauty of the creatures of the world, often making offerings and prayers to entities or deities such as Bahamut and Helm who influence Justice and Protection. At the same time, they answer the call to hunt those unnatural creatures that too often seek to wretch control over the natural order with ill intent, bringing terror to the cycle of life as we know it.

Level 3: Oath of the Scalebearer Spells

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

Oath of the Scalebearer Spells
Paladin Level Spells
3 Grease, Silent Image
5 Melf's Acid Arrow, Mirror Image
9 Glyph of Warding, Lightning Bolt
13 Mordenkainen's Private Sanctum, Wall of Fire
17 Cone of Cold, Cloudkill

Level 3: Draconic Weapon

When you take the Attack action, you can expend one use of Channel Divinity to imbue a weapon with draconic energy. For 10 minutes or until you use this feature again, you add 1d8 to damage rolls made with that weapon. This damage is your choice of Acid, Cold, Fire, Lightning, or Poison, chosen when you use this ability.

In addition, you gain resistance to to the chosen damage type for the duration.

You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.

Level 7: Aura of Sight

You and your allies can see invisible things that are within your Aura of Protection. Further, our enemies are unable to benefit from the invisible condition while in your Aura of Protection. If an Invisible enemy enters the aura, that condition has no effect on that ally while there.

Level 15: Superior Scales

When you are making a saving throw against a spell or effect that deals acid, cold, fire, lightning or poison damage, you can use your reaction to absorb some of the damage dealt. On a failed save, the damage dealt to you is zero and on a success, you gain temporary hit points equal to half the damage total, to a maximum of 50 temporary hit points.

This feature can be used once per long rest.

Level 20: Draconic Vessel

You can empower yourself with the power of those you are sworn to defend. As a Bonus Action, you gain 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).

Chromatic Ward. You gain resistance to acid, cold, fire, lightning and poison damage.

Keen Senses. You have advantage on perception and stealth skill checks. 

Steadfast. You can make Strength and Constitution saving throws at advantage against effects and spells you can see.

Draconic Vessel

You can empower yourself with the power of those you are sworn to defend. As a Bonus Action, you gain 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).

Chromatic Ward. You gain resistance to acid, cold, fire, lightning and poison damage.

Keen Senses. You have advantage on perception and stealth skill checks. 

Steadfast. You can make Strength and Constitution saving throws at advantage against effects and spells you can see.

Activate Draconic Vessel

You can empower yourself with the power of those you are sworn to defend. As a Bonus Action, you gain 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).

Chromatic Ward. You gain resistance to acid, cold, fire, lightning and poison damage.

Keen Senses. You have advantage on perception and stealth skill checks. 

Steadfast. You can make Strength and Constitution saving throws at advantage against effects and spells you can see.

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