Paladin
Base Class: Paladin

Her Honor is the goddess of magic, and she keeps the guild the way a mother keeps a large, unruly house, with more patience than the house has ever deserved. She is an astral elf, and older than the doctrine that now governs in her name. That doctrine sorts mages by rank and by license; Her Honor never has. A spark is a spark to her, sacred the moment it catches, in the least of her children as much as the greatest.

A paladin of Her Honor carries both halves of her. One half is the mother: you guard the faint light and feed the guttering one, and you stand between a child of hers and whatever means to end it. The other half is the title, Her Honor is a judge as well as a parent, and her paladins pass her verdict in the open on those who would snuff a spark or turn magic to cruelty.

Oath Spells

Oath Spells

You gain oath spells at the paladin levels listed. They are always prepared and don't count against the number of spells you can prepare.

Paladin Level Spells
3rd detect magic, sanctuary
5th aid, warding bond
9th counterspell, revivify
13th death ward, guardian of faith
17th hallow, mass cure wounds

Channel Divinity

Glimmer-Sight. You can call on Her Honor to see as she sees. As an action, you present your holy symbol, and for 1 minute you know the location of every living creature within 60 feet of you, including hidden and invisible ones, so long as they aren't behind total cover. For the duration, no creature you sense this way can hide from you, and creatures gain no benefit from being invisible against you.

The Verdict. You can pronounce Her Honor's judgment on a wrongdoer. As an action, choose a creature within 30 feet that you can see and name its offense aloud. It must succeed on a Charisma saving throw against your spell save DC or take radiant damage equal to 2d8 + your Charisma modifier, and until the end of its next turn it can't willingly attack or target any creature other than you, as Her sanction fixes its attention on the one who carries it. The damage increases by 1d8 at 9th level, at 13th level, and again at 17th level.

Aura of Safekeeping

 You extend Her Honor's protection over the failing. While you are conscious, an ally within 10 feet of you that is below half its hit point maximum has resistance to all damage, and every ally within 10 feet of you has advantage on death saving throws.

At 18th level, the range of this aura increases to 30 feet.

The Weak Are Not Foresaken

Her Honor's sight is always with you now, and it misses nothing. You know the location of every living creature within 60 feet of you, even hidden and invisible ones, and you can't be surprised while you are conscious.

In addition, when any creature within 30 feet of you that you can sense is reduced to 0 hit points without being killed outright, you can use your reaction to reach it with Her mercy: it drops to 1 hit point instead, and it has resistance to all damage until the start of your next turn. You can use this reaction a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Her Honor

Once per long rest, as a bonus action, you call up the light of Her Honor around you for 1 minute. For the duration:

  • Allies within 30 feet of you have resistance to all damage and regain hit points equal to your Charisma modifier at the start of each of their turns.
  • While an ally within 30 feet of you would be reduced to 0 hit points by damage, it is reduced to 1 instead.
  • Enemies within 30 feet of you have disadvantage on attack rolls against any creature that is below half its hit point maximum, and the first time on each of its turns that such an enemy damages a creature below half its hit point maximum, that enemy takes 4d8 radiant damage.
  • You may bring any number of creatures into The Court.

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