Base Class: Paladin
These Paladins won't turn down an opportunity to prove themselves a hero in the eyes of everyone around them, they also typically serve to help and protect those closest to them by any means necessary. Many believe that they are destined for greatness and will stop and nothing to achieve it.
Channel Divinity
Strike First. If you have a surprise attack on an enemy or are first on the initiative, you can make an additional melee attack as a bonus action, and deal extra damage equal to your Charisma modifier.
Champion's Semblance. As an action, you channel the might of your deity creating a circle of light of 20ft around you in all directions, any creature that you choose within the aura can gain 1d4 + your Charisma Modifier temporary hit points.
At level 7 the die is increased to 1d8.
Aura of Brilliance
At 7th level, when you use your Champion's Semblance Aura, you can choose whether to imbue your allies with advantage on their next skill check or saving throw, or you can impose a disadvantage of either a skill check, or saving throw on a creature of your choice when they enter your aura for the first time. This can only be used once per long rest.
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.
Last Stand
At 15th level, when you are knocked unconscious, and at least half of your allies, rounded down are also unconscious, when you succeed a death saving throw, the remainder of your lay of hands pool are consumed, and you can use that power to distribute between yourself and creatures of your choice within 60ft. This can only be used once per long rest.
One with the Gods
At 20th level, you learn to channel the powers of your chosen deity, to briefly become an unstoppable force and turn the tide of any battle. As an action, you can become a godlike entity for 1 minute, and you gain the following benefits:-
- You gain temporary hit points equal to 5 x your Charisma modifier.
- When an ally you can see within 5ft of you is targeted with an attack, you can use your reaction to switch places with your ally taking the damage instead, you have resistance to all damage until your next turn.
- You impose disadvantage on any attack used on an ally once per round.
- If an attack would knock you unconscious or kill you outright, you instead drop to 1 hit point.
Afterwards you suffer one level of exhaustion, you cannot use this feature again until you complete a short or long rest.
Oath Spells
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | heroism, shield |
| 5th | aid, warding wind |
| 9th | beacon of hope, fireball |
| 13th | fire shield, private sanctum |
| 17th | legend lore, wall of force |
Previous Versions
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6/16/2022 9:11:38 PM
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11/25/2022 8:56:30 PM
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6/27/2026 2:37:55 AM
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28
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5e
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Coming Soon
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