Base Class: Paladin
An paladin oath that a personified Earth would have or a paladin oath that someone similar in mentality to a personified Earth would have.
The Tenets Of The Oath Of Kinship:
- Blood of My Waters, Bone of My Stone. Every living creature—from the crawling insect to the mortal elf—shares my essence. Treat all living things as your immediate family and kin unless they prove to be a rational danger to your kin. To neglect a possible kin in need is to abandon your own sibling.
- Absorb the Blight. When those of your kin suffer, do not stand idly by. Be the shield that catches the blow. Use your skills, your mind, and your magic to try to stop the poison, pain, and suffering of your kin, for your you can endure what theirs cannot.
- Blood and Bond: Your kin—whether defined by blood, adoption, or deeply forged trust—are your ultimate responsibility. Honor them, listen to them, and never forsake them for abstract laws or personal glory.
- Defense of the Hearth: Stand as a shield before the homes, lives, and safety of your people. Where danger threatens the vulnerable corners of your community, you must be the unyielding wall.
- Shared Burden: Carry the sorrows and the weight of your kin. If your kin suffer, you suffer with them; share their labor, heal their wounds, and do not let one person bear a trial alone.
- The Open Table: Extend the warmth of your kinship to the stranger in need, for all people share a common root. Welcome the traveler to the fire, but judge harshly those who seek to burn the house down.
3rd Level: Your Extra Spells
3 Paladin Level: Earth Tremor, Entangle, Scorching Ray, Fire Bolt, Create Bonfire, Light, Darkness, Spare the Dying
5 Paladin Level: Fireball, Tidalwave, Speak With Dead; Create Food And Water, Leomund’s Tiny Hut, Dispel Magic, Goodberry, Remove Curse, Arcane Lock, Knock, Identify
9 Paladin Level: Erupting Earth
11 Paladin Level: Chain lightning
13 Paladin Level: Mordenkainen’s Magnificent Mansion
15 Paladin Level: Tsunami, Earthquake
17 Paladin Level: Wish, Gate, Imprisonment
3rd Level: Channel Divinity
You gain three Channel Divinity options that you don’t have to spend a use of channel divinity on:
- Channel Divinity: Kinship Strength (Passive Reaction). As a result of your bonds of kinship, you passively, cannot be knocked prone or moved against your will, and you gain advantage on Athletics checks.
- Channel Divinity: Share the Wound (Reaction). As a reaction when one of your allies or one of your paty members that are within your Aura Of The Hearth takes damage, you can choose to take that damage instead. That damage you take for a creature cannot be reduced or prevented in any way.
- Channel Divinity: Spell Proficiency (Passive Reaction). Your spells do not need materials in order for them to be casted by you. Also, your defense type of passive reaction spells that are used on other creatures, do not require the use of one of your spell slots. Also, creatures that you view as your kin do not take damage from your spells, your actions, your bonus actions, and your reactions.
7th level: Aura of the Hearth
Aura Of the Hearth. Note: This is a Passive Reaction and a Action that replaces your Aura Of Protection. You emit an aura of warmth, protection, and stability while you are not incapacitated. Range of this Passive Reaction: 50-foot aura (can extend to 100 feet at 18th level and higher levels). Description of this Passive Reaction: You emanate a soothing green and blue spotted aura called Aura Of The Hearth. Creatures in your Aura Of The Hearth that are not one of your allies or are not one of your party members, cannot take the Hide action, cannot become invisible and have disadvantage on Deception checks. Any spell or effect made by a creature other than you, your allies, or your party members, that creates an illusion or falsehood, is suppressed within your Aura Of The Hearth. Also, hidden, invisible, or disguised creatures within your Aura Of The Hearth cannot benefit from half-cover or three-quarters cover against your attacks. Your Aura Of The Hearth also emits a watery mist that allows land creatures and water dwelling creatures to breathe in your Aura of Veracity. Also, your Aura Of The Hearth can emit bright light up to the maximum range it covers. Also, you, your party members, and any of your allies that are inside of your Aura Of The Hearth have three quarters protection from any creature that is outside of your Aura Of The Hearth. You and friendly creatures in that aura ignore difficult terrain and have resistance to poison damage. As an action, you can give up to (your Charisma ability modifier) creatures that are in range of your Aura Of The Hearth paladin aura, one of these passive traits (only passive trait per creature): a Fly Speed of 60 feet and can hover, a burrowing speed of 60 feet and the ability to carve a tunnel of your size as you burrow, Telepathy with a range of 120 feet, Darkvision with a range of 150 feet, Tremorsense with a range of 150 feet, Blindsight with a range of 60 feet, Truesight with a range of 30 feet, the ability to also use it’s walking speed as a bonus action, the ability to jump up to a number of feet that is equal to (it’s walking speed multiplied by it’s constitution ability modifier) after spending 10 feet of it’s walking speed, a Swimming speed of 60 feet and the ability to breathe any liquid, being proficient all languages except Telepathy, being proficient in a tool or a weapon, being proficient in a item or a armor.
15th level: Gaia’s Rebuke
Vengeful Tremor (Reaction). The earth itself rises to defend your kin. Description of this passive reaction: When a creature hits an ally within your Aura of the Hearth with a melee attack, the attacker must succeed on a DC (1d20 + your constitution ability modifier + your strength ability modifier) Strength saving throw or it takes magical bludgeoning damage equal to your Charisma modifier and are knocked prone.
20th level: Avatar Of The D&D Multiverse
As an action and and with 1 use of Channel Divinity, you become a Avatar Of The D&D Multiverse and you have these traits but only for 3 of your turns in combat:
- Skin of Stone: You gain immunity to bludgeoning, piercing, and slashing damage.
- Life Blood: your party members and your allies within range of your Aura Of The Hearth paladin aura regain hit points equal to your Charisma modifier at the start of each of your turns. You are also affected by this trait passively.
- Rooted Strike. Your melee attacks deal an extra 1d8 magical bludgeoning damage, and targets hit by your melee attacks must succeed on a DC (1d20 + [your spellcasting ability modifier or your strength ability modifier or your dexterity ability modifier] + your proficiency bonus) Strength saving throw or be restrained by sudden rock formations until the end of their next turn.
- Synch Blade. You gain the ability to do 2 attack actions per action you use.
- Spellcasting Of The Universe. You can cast any spell you have without having to spend a spell slot.
- Star Creature Form. you temporarily look like you are a being that is cut out of a section of the universe but your eyes glow with Darkness.
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