Base Class: Paladin
This subclass is based around an oath to protect the equality of all races and peoples, whether it be an ant or an elder dragon. You are the stalwart of all that is fair and just. You do not kill needlessly, all people can change. But you are not the judge of one's soul and actions must come with a punishment. You are no lesser and no greater than any other individual. You center your life around uplifting the status quo equally in whatever way you can. Handing out bread and water to a village suffering from drought, slaying the king who claims divine right to the throne, falling Gods that speak against your values. You are the change that those who are helpless wish to see but cannot accomplish alone.
Brave Soul
You bare your teeth and shout in anger at 1 creature within 30 feet that can see or hear you while in combat. Roll an intimidation check, on a success, the creature makes a Wisdom saving throw DC 14. On a failure, it is frightened of you until the end of your next turn. On a success, nothing happens.
Rising Against
Your words of encouragement and unity fill the room with boundless courage. Once every short rest, as an action choose up to 5 creatures within 30 ft of you (including yourself). Each regains 1d10 HP, then make a DC 14 Charisma check. On a success, each targets regains an extra 1d4 HP. On a failure, no extra healing is applied.
Hammer of Judgement
Starting at 16th level, your Divine Smite becomes a devastating beam of holy retribution.
When you hit a creature with a melee weapon attack and expend a spell slot to use your Divine Smite feature, you can choose to turn that smite into a line of radiant force.
The attack’s target takes your Divine Smite damage as normal. In addition, a 60-foot-long, 5-foot-wide line of radiant energy extends from you through the target. Each other creature of your choice in that line must make a Dexterity saving throw against your paladin spell save DC.
On a failed save, a creature takes radiant damage equal to the radiant damage dealt by your Divine Smite to the original target (not including the weapon’s damage). On a successful save, it takes half as much damage.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Avatar of Ilmater
At 20th level, when your words uphold your Oath, Ilmater himself stands in judgment beside you.
Once per long rest, when you succeed on a Charisma check (such as Persuasion, Intimidation, Deception, or Performance) that directly defends, advances, or upholds one of your Oath’s tenets (as determined by the DM), you can choose to invoke Ilmater’s Final Judgment (no action required).
When you do so, you enter a state of perfect conviction that lasts until the end of your second turn after activating this feature (2 of your turns). While this state lasts:
You are immune to all damage.
Your weapon attacks deal extra radiant damage equal to your Charisma modifier (minimum 1).
You have advantage on Charisma checks and saving throws.
However, if you knowingly violate your Oath while this effect is active, the effect immediately ends and Ilmater’s judgment falls upon you. You take radiant damage equal to twice your maximum hit points. This damage ignores resistance and immunity and cannot be reduced or prevented by any means.
Previous Versions
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12/8/2025 4:13:43 AM
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1
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1
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5e
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Coming Soon
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