Paladin
Base Class: Paladin

Tenets of the Ascendant Warrior

Seek Worthy Adversaries.

Strength is forged in struggle. Only by facing the powerful can you refine your true self.

Master Body and Spirit.

Your body is your weapon and your soul its edge. Train both without rest.

Transcend Limitation.

Fear, pain, and doubt are chains. Break them and rise higher.

Victory is Enlightenment.

Each triumph reveals a deeper truth about power and the self.

Oath Spells

You gain oath spells at the paladin levels listed. Once you gain an oath spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Paladin Level Spells
3 Hunter’s Mark, Heroism
5 Misty Step, Magic Weapon
9 Haste, Banishment
13 Freedom of Movement, Death Ward
17 Dominate Person, Hold Monster

 

Channel Divinity: Perfected Strike

As a bonus action, you channel your inner mastery into a devastating attack. 

For 1 minute:

• You add your Charisma modifier to weapon damage rolls.
• Your weapon attacks score a critical hit on a roll of 19–20.
• Once per turn when you hit a creature larger than you or with more HP than you, you deal extra radiant damage equal to your Paladin level.

 

Challenge the Apex

As a bonus action, you issue a warrior’s challenge to a creature you can see within 30 ft. The targeted creature must make a Charisma saving throw against your spell save DC. On a failure the target has disadvantage on attacks against creatures other than you for 1 minute. On a success they do not have disadvantage on attacks against creatures other than you.

Regardless of the save, whenever you hit the challenged creature you gain temporary HP equal to your Charisma modifier + proficiency bonus. If the creature is Large or larger, or has a  CR higher than your level, you gain advantage on your first attack against it each turn.

The challenge ends if the creature falls unconscious, if you end your turn more than 30 ft away, or after 1 minute,.

Aura of Unyielding Form

Your training has pushed your physical limits beyond mortal expectation. You and allies within 10 ft.:

• Increase your movement speed by 10 ft.
• Have advantage on saving throws against being frightened, grappled, or restrained

Additionally, when you reduce a creature to 0 HP, you can immediately move up to half your speed without provoking opportunity attacks.

At level 18, the aura increases to 30 ft.

Warrior’s Evolution

Victory fuels your ascension. When you reduce a creature to 0 HP or score a critical hit, you gain one of the following benefits (your choice):

• Regain hit points equal to 2d8 + your Charisma modifier 
• Gain advantage on all attacks until the end of your next turn
• Immediately make one additional weapon attack

You can use this ability once per attack action. Additionally, your weapon attacks count as magical if they were not already.

Avatar of Battle

You unleash your ultimate potential and achieve a warrior’s enlightenment. As a bonus action you transform for 1 minute and gain the following benefits:

  • You become resistant to bludgeoning, piercing, and slashing damage, your jump distance triples, and your movement speed increases by an additional 10 ft.
  • When you take the Attack action, you can make one additional attack, and when you hit a creature with a weapon attack, you deal extra radiant damage equal to your Charisma modifier + proficiency bonus.

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

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