Paladin
Base Class: Paladin

Those who swear the Oath of the Hero commit first and foremost to protecting those in need. While some who undertake this oath do so to defend their comrades and innocent villagers from the dangers of the realm, others take the Oath as a sworn protector of a race, a land or even the natural world.

Sometimes called guardians or champions, these paladins pray for strength in battle only in times of crisis and prefer to show mercy to their enemies. They uphold the traditional values of justice and righteousness above all and will always put first the lives of those they have sworn to protect, even before their own.

 

TENETS OF THE HERO

The tenets that are upheld by these paladins may vary but at their core lies a selfless protection of those in need.

  Defend the Weak: I will use my power to protect those who lack it.

  Fight for the Good of Others: The gifts bestowed upon me by my god are for the benefit of others, not for personal gain.

  Heed the Call: I cannot ignore a cry for help. I have a responsibility to help those in need.

  Duty to Protect: The safety of those under my care is more important than my own life.

 

Channel Divinity

When you take this oath at 3 level, you gain the following two Channel Divinity options.

Hero’s Courage. You can use your Channel Divinity to bolster your body and spirit in times of crisis. When ally you can see drops to 0 hit points, you can spend your reaction to gain the following benefits:

  • Your speed is doubled
  • You gain temporary hit points equal to 1d10 + your paladin level

These benefits last for 1 minute or until the ally regains consciousness (whichever is earlier).

Holy Guardian. You can use your Channel Divinity to protect those in need. When a creature within 30 feet of you would be hit by an attack, you can use your reaction to cause the attack to miss instead. The targeted creature gains a bonus to their AC equal to your Charisma modifier until the end of their turn.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Hero Spells
Paladin Level Spells

3rd

heroism, shield of faith

5th

aid, find steed

9th

beacon of hope, counterspell

13th

aura of purity, freedom of movement

17th

dispel evil and good, wall of light

Aura of the Righteous

Starting at 7 level, your bravery and selflessness inspires others. When you take the Help action during your turn, up to four of your allies within 10 feet gain temporary hit points equal to your paladin level. These hit points last for 1 minute. A target which already has temporary hit points from this ability is unaffected.

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

Swift Rescue

At 15 level, you react faster to the threats facing those you protect. When an ally within 30 feet of you is bloodied, you can spend your reaction to immediately move half your speed. If the ally was bloodied by a creature, that creature makes a Wisdom saving throw.  On a failed save, it has disadvantage on attack rolls against creatures other than you until the end of your next turn.

Ultimate Sacrifice

 

At 20 level, you are granted the strength to offer your own body and soul to protect those under your care. When an ally you can see would die, you can transform your very being into pure, divine energy to grant up to 10 allies you can see the following benefits for the next hour:

  • All lost hit points and consumed spell slots are completely recovered
  • They each gain temporary hit points equal to your current hit points
  • They each gain a +5 bonus to their AC and saving throws
  • They each have one ability score of their choice become 30

The use of this feature causes your body to dissolve into light and your soul to ascend to the domain of your deity. Nothing, short of a wish spell, can undo this effect or revive you.

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