Base Class: Paladin
A man who has mastered the world, and a god above all else. You have given yourself to the one that is Mr. Earl. He is the most powerful and strange being, who is still man, while above all. You have sworn an oath to follow his ways.
- Retell your grandest adventures, even without it being brought up
- Spread joy to children
- Speak against powerful figures, such as rulers or lands
Channel Divinity
Beginning at 3rd level, you have two channel divinity options.
Distracting Words. As an action, you can target a creature who can hear you within 20 feet of you. They must make a wisdom saving throw against your spell save DC. On a failure, the creature is unable to take actions, as you tell them stories of Mr. Earl and his greatness. You are also unable to take turns while telling them stories, and you can do this for up to a minute.
Detention's Hold. As an action, you present your holy symbol and call upon Mr. Earl. He is not one to give someone detention, but when he must, it is understood that he means business. You target a creature within 10 feet, and they must make a charisma saving throw against your spell save DC. On a failure, they haven't proven themselves to Mr. Earl, and he traps them in a 5 feet cube of light. This cube lasts for 3 rounds.
Oath Spells
You gain spells associated with your oath.
Oath to Mr. Earl Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Aura of Awe
Beginning at 7th level, when you are conscious, you have an aura protecting you and your friends in a 10 feet radius. The aura gives all creatures advantage against being charmed, and a +1 to their rolls against it. This is by Mr. Earl's way being the truest way, not letting other's diverge you from his path.
The Almighty Empowerment
At 15th level, you now have a +1 to AC, have +1 on rolls to hit, and can activate a light around yourself at will. The light works like the cantrip light, but also counts as sunlight.
Holy Embrace
Starting at 20th level, you now gain a soft, yet powerful, magic. You can cast something with the effects of fog cloud, but everything inside of it that is opposing you must make a constitution saving throw against your spell save DC. On a failure, the fog grasps them, making them take 4d4 radiant damage, and they are under the effects of faerie fire.
Comments