Base Class: Paladin
You are chosen by destiny to save the world from pending evil, you knew it, you had always known it. You carry yourself with modesty and stoicism. You are knowledgeable of the world, the more niche the more you know of it. People usually have two wolves in them, but you have three; you brandish the image of the three wolves howling to the full moon on your tabard or chest plate. Use your chosen prowess to use the natural world to your advantage and traverse across the battlefield with decisive strikes.
These paladins follow these tenets.
- Stoicism. Let your presence alone speak louder than your words, your emotionless keeps the calm before the storm.
- Niche Knowledge. Your knowledge of the lesser known keeps you ahead of those who pursuit contemporary knowledge.
- NoFap. You do not pursue sexual gratification through sexual activities with other and yourself.
Oath of the Chosen Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Chosen Spells table, you thereafter always have the listed spells prepared.
- 3rd Level: Green Flame Blade, Speak with Animals, Zephyr Strike
- 5th Level: Mirror Image, Misty Step
- 9th Level: Step with Plants, Thunder Step
- 13th Level: Dominate Beast, Sickening Radiance
- 17th Level: Contact Other Plane, Steel Wind Strike
Near Blindsight
At 3rd Level, when you are affected by a creature, effect, or trap that may cause harm you that you cannot see, you can use a Reaction to make a Perception check (if it's attack, roll against the attacker's attack roll, on success the attacker must roll again). On success; if it was an attack, impose disadvantage, if it was an effect that would make you do a saving throw, you roll with advantage.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses of it when you finish a short rest.
"So you actually showed up, I wasn't positive you would. All right. Well it's time for your first challenge, I want you to try and hit me." is interrupted by a slap to the face. "Gah! Okay, I wasn't ready yet."
- A Blindfolded Chosen
Triple Wolf Tactic
At 7th level, you gain the following three abilities listed below.
- You can expend one use of your Channel Divinity, you can use your Bonus action to make one attack but you cannot cast Smite with this attack.
- When you cast Smite; you can expend one use of Channel Divinity, you can cast Smite again on the same attack (this doesn't use a spell slot) but you can not cast this Smite at a higher level.
- After you success Near Blindsight, you can make one melee weapon attack.
"Chosens, what you see here is a blade." holds up a sword "But here's my secret, I never have to use it." lowers sword "Because for me, my resourcefulness is my weapon."
-Improvised Weapon Master Chosen
Aura of Impressive
When you or an ally success on a saving throw within Aura of Protection, you gain a +1 per success on your next attack roll or damage roll. The highest amount of +X you can gain is equal to your Charisma modifier (minimum 1), these +X are gone the end of your turn.
"Impressive."
- Every Chosen at one point.
The Chosen One
At 20th Level, you have taken the red pill and become not just a chosen but the chosen one. You take the form of the Chosen One, darkness forms a blindfold on you, but you can see through the darkness and the lies. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- Your Near Blindsight will always success.
- You can cast Smite when you use Green Flame Blade, Zephyr Strike, and Steel Wind Strike (You only use one spell slot and the same smite on any additional target(s)).
- Green Flame Blade, Zephyr Strike, and Steel Wind Strike will always deal maximum damage.
- When you teleport next to a creature, you gain Flanking benefits until the end of that round.
Comments