Paladin
Base Class: Paladin

Tenants

Protect. Those who lack power are who you must serve. They are your family.

Listen. Hear what those in need have to say and then be their voice, when they cannot speak for themselves. 

Trust. Your instincts are correct when deciding who to help and how to help. Institution, laws and people may disagree with you but that does not mean they are correct. 

Give. Your time and actions can be just as an impactful gift as money or goods to those you help.

 

Channel Divinity

 

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Emissary of the Helpless. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Protector of the Weak

 

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

 

Guilty Conscience

 

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

 

Holy Guardian

 

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

  •  At the start of your turn you and one of your allies you can see regain 10 hit points
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

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