Paladin
Base Class: Paladin

Paladins who swear the Oath of Hope believe that even in the bleakest moments, there remains a spark of hope worth defending. These Paladins fight for the fire that lifts others back to their feet and become beacons that protect the weary, rally the broken, and remind the world that despair is never absolute.

These Paladins share the following tenets:

  • Strike down despair where it stands.
  • Ignite the will to persevere.
  • Smile brightest in the darkest hour.

Level 3: Heroic Smite

Immediately after you cast the Divine Smite spell, you can expend one use of your Channel Divinity to grant Heroic Inspiration to another creature that can see or hear you within 30 ft.

Level 3: Inspiring Presence

As a Bonus Action, you can expend a use of your Channel Divinity to cast the Heroism spell instead of expending a spell slot. When you cast this spell in this way, the spell doesn't require Concentration. The spell ends early if you cast it again, have the Incapacitated condition, or if you die.

Level 3: Oath of Hope Spells

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

Oath of Hope Spells

Paladin Level Spells
3 Heroism, Sanctuary
5 Aid, Enhance Ability
9 Beacon of Hope, Revivify
13 Death Ward, Freedom of Movement
17 Mass Cure Wounds, Raise Dead

 

Level 7: Aura of Aspiration

When you or your allies within your Aura of Protection make a D20 Test, and roll a number less than or equal to your Charisma modifier (minimum of 1) on the d20, they can reroll the die. A creature can benefit from this feature no more than once per turn, and must use the new roll.

Level 15: Spark of Inspiration

When a creature you can see within 60 ft. of you fails a D20 Test, you can use your Reaction to add your Charisma modifier (minimum of +1) to the roll, potentially causing it to succeed. If this causes the D20 Test to succeed, that creature gains Heroic Inspiration. 

You can use this Reaction a number of times equal to your Charisma modifier (minimum once), and regain any expended uses when you finish a Long Rest.

Level 20: Beacon of Salvation

As a Bonus Action, you can imbue your Aura of Protection with divine resilience, granting the benefits below for 1 minute 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).

Divine Protection. You and your allies within the aura have Advantage on all saving throws.

Healing Waves. At the end of your turn, you and your allies in your aura regain Hit Points equal to your Charisma modifier plus your Proficiency Bonus.

Lingering Light. Allies in the aura can't suffer more than one Death Saving Throw failure on a turn.

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