Base Class: Paladin
The Oath of Delivery binds Paladins to a sacred duty of transportation and protection. These Paladins, known as Postal Knights, are the unsung heroes who traverse perilous paths to ensure the safe delivery of parcels and messages. With unwavering dedication, they uphold the sanctity of every delivery, seeing each as a mission of divine importance. Their armor often bears the emblem of wings or swift steeds, symbolizing their commitment to speed and reliability. Guided by the tenets of deliverance, protection, and unwavering service, they are the steadfast guardians of trust and communication.
Level 3: Tenets of Delivery
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Deliverance Through Delivery: Every delivery is sacred, and fulfilling it is a form of divine service.
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Protect the Parcel: Safeguard all entrusted items with your life, ensuring they reach their destination unscathed.
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No Call Unanswered: Always respond to those in need, for every call is an opportunity to serve.
Level 3: Stamping Smite
When you hit a creature with a melee weapon attack, you can use your Channel Divinity to mark them with a magical stamp. This grants you and your allies a proficiency bonus on attack rolls against the stamped creature. You can extend the duration of this effect by expending additional uses of Channel Divinity.
Your oath allows you to channel spiritual energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
Stamping Smite: When you hit a creature with a melee weapon attack, you can use your Channel Divinity to mark them with a magical stamp. This grants you and your allies a proficiency bonus on attack rolls against the stamped creature. You can extend the duration of this effect by expending additional uses of Channel Divinity.
Level 3: Group Protection
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
Group Protection: Use your Channel Divinity to shield your allies. As an action, you grant temporary hit points equal to your Paladin level + Charisma modifier to all allies within 30 feet.
Level 3: Oath of Delivery Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Delivery Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Leomund's Tiny Hut, Shield of Faith |
| 5 | Aid, Zone of Truth |
| 9 | Beacon of Hope, Dispel Magic |
| 13 | Freedom of Movement, Dimension Door |
| 17 | Commune, Flame Strike |
Level 7: Aura of Comradery
Allies within 10 feet of you gain a bonus to saving throws equal to your Charisma modifier. This aura represents the bond and trust among those who travel together.
Level 15: Swift Delivery
Your speed increases by 10 feet, and you and your allies do not suffer disadvantage on Stealth checks when moving at a normal or fast pace. Additionally, you and your group ignore difficult terrain, ensuring swift and unobstructed travel.
Level 20: Spirit Envoy
The power to become the ultimate courier for 1 minute, enhancing your mobility and battlefield presence. During this time:
- Your walking speed becomes 60 feet and cannot drop below that.
- You can move through solid objects as long as you don't end your movement within one.
- When you take the Attack action, you can take the Use an Object action on your turn (no action required).
- If a creature attempts to disarm you, you gain advantage on attack rolls against that creature for the duration of this ability.
Once you use this ability, you cannot use it again until you finish a long rest.
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