Base Class: Paladin
Tenets of the Duelists
Honor. You are honorful, and will never cheat, and expect same from your foes, regardless the situation. You will only strike those who cheat, are honorless or a worthy challenge, and protect those who cannot do it them selfs against stronger threats and those who are victims of injustice.
Perfection. You are on this earth to become a duelist. The better one. Each victory, each defeat is a way to learn and be one step closer to the perfect mastery. Your body and your mind have to become the more perfect possible, and perfection means discipline and not succumbing to lust.
Duel. There is one duel : The one between You, and the shadows. Slain every disloyal creature which strikes from the dark and which harm the weakest.
Level 3: Oath of the Duelist Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Duelist Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Divine Favor, Shield of Faith |
| 5 | Moonbeam, Zone of Truth |
| 9 | Remove Curse, Dispel Magic |
| 13 | Freedom of Movement, Wall of Fire |
| 17 | Commune, Dispel Evil and Good |
Level 3: Honored Duel
As a Bonus Action, you can expend one use of your Channel Divinity to force a creature within 30 feet of you to enter a duel with you. Since that moment, the creature you challenged know that you challenged it and feels compelled to fight you. You both have Disadventage on Attack rolls against other targets either than you, and cannot cast spells or use abilities that would affect other creatures than you both (an ability/spell have to affect the dueling ennemy and can affect other creatures normaly if it can affect more than one creature). When a creature, other than the creature you're in duel with, strikes you, the creature takes half the damages it dealt as Psychic damages. If the creature you're dueling with dies because of you, you can change the target and chose another creature within 30 feet
You can end this effect early (no action required). This effect also ends after 5 rounds (30 seconds) or when there is no more target in range.
Level 7: Aura of Justice
You and your allies have Adventage on Wisdom and Dexterity Saving Throws against harmful effects (spells dealing damages for exemple) while in your Aura of Protection.
Level 15: Fair duel
When a creature within 30 feet of you take damages, you can take a Reaction to protect it from being harmed. The attack misses, and the creature gains Half Cover until the end of your next turn.
You can take this Reaction a number of times equal to your Charisma modifier (minimum 1).
Duelist Master
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes 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).
Duel Master. You have Advantage on attack rolls against the creature marked with Honored Duel.
Protect The Weakest. All Friendly creatures in your aura are under Half Cover.
Blind Duelist. The aura is filled with fog, such as a Fog Cloud spell. You are not Blinded by this effect, and you can chose other creatures within the aura that will not be Blinded by this effect up to your Charisma modifier (minimum1).
Activate Duelist Master
While your Aura of Protection is infused with holy power, it grants the following benefits:
Duel Master. You have Advantage on attack rolls against the creature marked with Honored Duel.
Protect The Weakest. All Friendly creatures in your aura are under Half Cover.
Blind Duelist. The aura is filled with fog, such as a Fog Cloud spell. You are not Blinded by this effect, and you can chose other creatures within the aura that will not be Blinded by this effect up to your Charisma modifier (minimum1).
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