Base Class: Paladin
Paladins who swear this oath embody the unbreakable spirit of heroism, drawing power from an ancient legacy passed down through generations. In their "true" form, they appear frail and unassuming—a skinny, coughing mentor figure who hides their might behind a wide smile. But when the innocent cry out, they transform into a towering symbol of justice, unleashing overwhelming power in short, explosive bursts. This subclass emphasizes burst nova damage, protection, and dramatic roleplay, with a built-in "weak" baseline that flips into godlike strength.
Tenets of the Symbol of Peace
- Smile Through the Pain: Never show fear or despair; your grin inspires hope in others.
- Protect the Weak: Shield the innocent at all costs, even if it means sacrificing your form.
- Pass the Torch: Mentor and empower the next generation of heroes.
- Plus Ultra: Push beyond your limits to achieve the impossible.
- I Am Here: Answer the call of those in need without hesitation.
Level 3: Oath Spells
Oath Spells
| Paladin Level | Spells |
|---|---|
| 3rd | enlarge/reduce, thunderwave |
| 5th | aid, haste |
| 9th | bigby's hand, destructive wave |
| 13th | freedom of movement, tenser's transformation |
| 17th | mass cure wounds, steel wind strike |
Frail Facade
3rd-level Oath of the Symbol of Peace feature
Your unassuming appearance belies your potential. Until you enter your Hero Form (see below), you have the following traits (flavor them as "Small Might"—a scrawny, blood-coughing weakling):
- Disadvantage on Strength (Athletics) checks.
- Your carrying capacity and maximum lift/push/drag are halved.
- Your AC is reduced by 1 (slight frailty).
- You can't use your Divine Smite feature (power is stockpiled, not released).
These penalties vanish while in Hero Form and for 1 minute afterward.
Level 3: Channel Divinity
3rd-level Oath of the Symbol of Peace feature
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Channel Divinity: Detroit Smash Bonus Action. Your next melee weapon attack before the end of your next turn deals an extra 4d8 thunder damage on a hit. The target must also succeed on a Strength saving throw (DC = your spell save DC) or be pushed up to 20 feet away from you and knocked prone. only in hero form
Channel Divinity: I Am Here! (Hero Form) Bonus Action. Shout your heroic declaration as you puff up with stockpiled power, transforming for 1 minute or until you dismiss it as a bonus action (no action required). You gain the following benefits:
- Your size becomes Large, your reach increases by 5 feet, and your walking speed increases by 10 feet.
- Your Strength score increases by 4 (maximum 24), removing any Frail Facade penalties.
- You gain temporary hit points equal to 15 + your paladin level.
- Your melee weapon attacks deal an extra 1d8 thunder damage (scales to 2d8 at 9th level, 3d8 at 15th).
- You have advantage on Strength checks and saving throws.
- You can use Divine Smite normally.
When Hero Form ends, you gain one level of exhaustion (this can't be avoided or reduced until after a long rest, simulating the strain on your "injured" body).
You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest. (Note: This uses your standard Channel Divinity uses, shared with other options.)
Level 7: Aura of Heroism
7th-level Oath of the Symbol of Peace feature
Your presence bolsters allies. Allies within 10 feet of you (including you) can't be charmed or frightened while you are conscious. Additionally, if you are in Hero Form, allies in the aura gain temporary hit points equal to your Charisma modifier at the start of each of their turns (minimum 1).
The aura's range increases to 30 feet at 18th level.
Level 20: Capstone: United States of Smash
20th-level Oath of the Symbol of Peace feature
As an action, you embrace your full legacy. For 1 hour, you enter an enhanced Hero Form with these additional benefits:
- You gain a flying speed equal to your walking speed.
- Your melee attacks score a critical hit on a roll of 19 or 20.
This form ends early if you are incapacitated or choose to end it as a bonus action. Once used, you can't use this feature again until you finish a long rest. If it ends normally, you immediately drop to 1 hit point (no exhaustion).
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