Paladin
Base Class: Paladin

The oath of best boi, is one of a simple, albeit wonderous Ideal. Being the brightest, best that one can be. Intolerant of evil, and stalwart against the things that go bump in the night. A force of righteous ideal and good-natured effort. A good boi, regardless of history or physical form, strives to smite evil, ejecting it from the world.

Tenets of the Good Boi

  • Be Good. Do the best thing for the benefit of all people.
  • Be Happy. The world is just a hop, skip, and a jump away from joy.
  • Be Friendly. Never pass up a treat, or acts of appreciation. Such things are justice.
  • Be Peaceful. Only move against the forces of evil, or the unjust.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Turn the Goodless. You can use your Channel Divinity to utter ancient words that are painful for aberrations, monstrosities, and friends to hear. As an action, you present your holy symbol and each aberration, monstrosity or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

If the creature’s true form is concealed by an illusion, shapeshifting, or other effects, that form is revealed while it is turned.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancients Spells
Paladin Level Spells

3rd

Protection from Evil and Good, Healing Word

5th

Aid, moonbeam

9th

Beacon of Hope, Mass Healing Word

13th

Freedom of Movement, Guardian of Faith

17th

Holy Weapon, Flame Strike

Aura of Good Will

Beginning at 7th level, your ideals of health and goodwill suffuse yourself and others around you. Whenever you or an Ally is healed within 10ft of you, they gain extra HP equal to your CHA mod, + half your paladin level. This stacks with any other effect that increases the amount a source heals.

The range of this aura increases to 30ft at level 18

Radiating Will

Starting at 15th level, Your will to keep on fighting fills your very pores. You gain 1d6+ half your paladin level HP at the start of each turn, provided you are not unconscious or dead. This healing is not Affected by your Aura of Goodwill.

Additionally, you can not be affected by any curse from a spell cast with a slot of 5th level or lower.

Avatar of Greatness

At 20th level, you can assume the form of an Avatar of Goodwill and Ideals. 
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You gain a flying speed of 60 feet.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
  • You gain resistance to piercing, slashing, and bludgeoning damage from mundane sources. (environmental, objects, non-magical weapons, etc)

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

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