Paladin
Base Class: Paladin

The oath traces its teachings to the Uncrowned One, a warrior who possessed a throne of unimaginable power and willingly surrendered it rather than allow rulership to separate him from those he had sworn to protect. His followers do not reject leadership, nor do they believe authority inherently corrupt. Instead, they believe no title, throne, divine mandate, or promise of greater power should prevent a person from acting when others are in danger.

Paladins who swear this oath are sometimes called Uncrowned, Handwardens, or Guardians of the Open Hand. Some serve kings, temples, communities, or military orders. Others wander independently. A rare few are themselves nobles or rulers.

What unites them is the conviction that authority never replaces personal responsibility.

When the innocent cry for help, an Uncrowned Guardian does not merely order someone else to answer.

They go.

Level 3: Channel Divinity

Uncrowned Challenge

As a bonus action, you present your holy symbol and challenge one creature you can see within 30 feet of you.

For 1 minute, you gain the following benefits against that creature:

You have advantage on opportunity attacks against it, and when the creature deals damage to a creature other than you that you can see, you can use your reaction to move up to half your speed toward it. This movement doesn't provoke opportunity attacks.

If you end this movement within 5 feet of the creature, you may make one melee weapon attack against it as part of the same reaction.

The effect ends early if you are incapacitated or if the creature is more than 60 feet away from you at the end of your turn.

Take My Hand

When a creature other than you within 30 feet of you fails a saving throw, you can use your reaction and your Channel Divinity to intervene.

You move up to your speed toward that creature without provoking opportunity attacks.

If you finish this movement within 5 feet of it, the creature can immediately reroll the saving throw, adding your Charisma modifier to the new roll.

It must use the new result.

If the saving throw was caused by an effect that also targets you, you receive no benefit from this Channel Divinity against that effect.

Level 7: Aura of the Unbowed

You and friendly creatures within 10 feet of you have advantage on saving throws against being charmed or frightened.

Additionally, a creature within your aura that is charmed or frightened can repeat its saving throw against one such effect at the beginning of its turn, ending the effect on itself on a success.

A creature that would not normally receive additional saving throws against the effect can still make this saving throw.

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

Level 15: I Stand With You

When a creature other than you that you can see within 30 feet of you takes damage, you can use your reaction to move up to your speed toward either that creature or the creature that damaged it. This movement doesn't provoke opportunity attacks.

At the end of the movement, choose one of the following effects:

Shield. If you end your movement within 5 feet of the injured creature, reduce the triggering damage by 2d10 + your Charisma modifier.

Sword. If you end your movement within reach of the attacker, make one melee weapon attack against it.

You can use this feature a number of times equal to your Charisma modifier (minimum once), and regain all expended uses when you finish a long rest.

Furthermore, when you are reduced to 0 hit points but not killed outright while a conscious friendly creature is within 30 feet of you, you can choose to drop to 1 hit point instead.

Once you use this final benefit, you cannot use it again until you finish a long rest.

Level 20: The Uncrowned

As an action, you assume the mantle of the Uncrowned Guardian for 1 minute.

Your eyes shine with supernatural light, your voice carries unnatural authority, and an ephemeral crown appears above your head.

The crown is always visibly broken or open at its center.

It represents power rejected as dominion and reclaimed as responsibility.

For the duration, you gain the following benefits:

Uncrowned Majesty. You have resistance to bludgeoning, piercing, and slashing damage.

No Master. You are immune to being charmed, frightened, stunned, or possessed, and magic cannot force you to act against your will.

Where I Am Needed. As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see adjacent to a creature.

The Guardian's Hand. When a friendly creature you can see within 60 feet takes damage, you can use your reaction to teleport to an unoccupied space within 5 feet of it. You take the damage instead of that creature. Any resistances or immunities you possess apply to this damage.

The Guardian's Judgment. Once on each of your turns when you hit a creature with a melee weapon attack, you deal an additional 2d8 radiant damage. If that creature has damaged one of your allies since the end of your previous turn, the additional damage becomes 4d8 radiant damage.

None Stand Alone. Friendly creatures within 30 feet of you cannot be charmed or frightened and have resistance to damage from spells.

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

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