Paladin
Base Class: Paladin

Tenets of the Echoed Warmth

Though the exact words of this oath vary, paladins of the Echoed Warmth share these guiding principles:

Carry the Flame. When warmth is lost, you do not let it fade. You become it.

Stand Where They Cannot. When another falls, you rise in their place.

Speak Their Name. Memory is sacred. The fallen live on through honor.

Choose Love Over Glory. Sacrifice is not spectacle. It is quiet, deliberate, and without expectation of praise.

Level 3: Chanel Divinity: Echoed Resolve

As a bonus action, you invoke the memory you carry, steeling yourself with inherited conviction. For 1 minute, you gain temporary hit points equal to twice your paladin level.

Additionally, when you willingly move into harm’s way to protect a creature within 5 feet of you (such as becoming the target of an opportunity attack or placing yourself between an attacker and an ally), you gain resistance to the triggering instance of damage.

If you are reduced to 0 hit points but not killed outright while this feature is active, you can drop to 1 hit point instead. Once you use this benefit, you can’t use it again until you finish a long rest.

Aura Of the Hearth

You emanate a steadying presence like a quiet flame against the dark.

You and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

In addition, when a creature within your aura is reduced to 0 hit points but not killed outright, you can use your reaction to move up to your speed toward that creature without provoking opportunity attacks.

At 18th level, the range of this aura increases to 30 feet.

Burden Shared

Your devotion allows you to carry pain so that others do not have to.

When a creature you can see within 30 feet of you takes damage, you can use your reaction to take half of that damage instead. This damage ignores any resistance you have.

The next time you hit a creature with a weapon attack before the end of your next turn, the attack deals additional radiant damage equal to the damage you absorbed.

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.

Living Ember of Legacy

As an action, you manifest the full echo of devotion you carry for 1 minute.

Bright light shines from you in a 30-foot radius, and dim light for an additional 30 feet.

At the start of each of your turns, you and friendly creatures in the bright light regain hit points equal to your Charisma modifier (minimum of 1).

When a friendly creature within the bright light would be reduced to 0 hit points but not killed outright, it drops to 1 hit point instead. Each creature can benefit from this effect once per transformation.

You have resistance to all damage.

Your weapon attacks deal additional radiant damage equal to your paladin level.

Once you use this feature, you can’t use it again until you finish a long rest.

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