Paladin
Base Class: Paladin

Paladins taking the Oath of Ascension believe in themself before anything else. They believe they are the chosen one, destined to rule. Few paladins take this oath but those who do are generally emperors and great generals. Their only goal is to rise above all and achieve greatness. They are great leaders, everyone else is a pawn in their plan.

These paladins share the following tenets:

- Success can only be found in greatness

- Use others as a mean to achieve your goals, but never rely on them

- You are your own god

Level 3: Oath of Ascension Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Ascension Spells table, you thereafter always have the listed spells prepared.

Oath of Ascension Spells
Paladin Level Spells
3 Charm Person, Command
5 Find Steed, Suggestion
9 Fireball, Fly
13 Dominate Beast, Compulsion
17 Dominate Person, Flame Strike

Level 3: Divine Presence

As a Bonus Action, you can expend one use of your Channel Divinity to augment your prestance. For 1 hour, you have Advantage on Charisma checks, and every creature that knows at least one langage can understand you.

Level 7: Aura of Command

While in your Aura of Protection, you and your allies can use the Help action as a bonus action.

Level 15: Severe Punishment

You punish severely those who disobey you.Whenever a creature succeed on a saving throw against the [Tooltip Not Found] condition, for one minute, your next Divine Smite against this creature deals an additional number of d8 equal to your Charisma modifier. You must be the source of the charm for this to take effect.

Level 20: Supreme Commander

As a Bonus Action, you can imbue your Aura of Protection with your authority, granting the benefits below for 1 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).

Ascension. You raise above the mere mortals. You have a Fly Speed of 20 feet. You also sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Divine Figure. Whenever an enemy starts its turn in the aura, that creature must succeed a Wisdom saving throw or have the Charmed condition for 1 hour.

Curative Domination. At the beginning of your turn, your regain a number of Hit Points equal to the number of charmed creatures in your aura.

Previous Versions

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