Base Class: Paladin
Oath of Trezor
This is a Sacred Oath that can be taken by paladins.
Paladins who take the Oath of Trezor ride a fine line between foolishness and bravery, wading into throngs of foes and acting as an invincible beacon to their allies. While many of these paladins have fallen valiantly in battle their last moments are usually nothing short of legendary. Paladins in this order will always be the first onto a battlefield and the last to leave and believe that every battle is winnable no matter how dire the circumstances.
Taking this oath is no small thing though as the power granted to its paladins devoted to Trezor. Many too foolhardy warriors die before they can awaken their potential and other too cautious warriors fail to truly exemplify the oath and have it fail them when they need it. Most paladins in this order are akin to majestic lions, fighting the good fight no matter the odds.
Tenets of Trezor
Since the strength of this oath is unique to each of its paladins it has no definitive tenets, however the following is a rough collection that most seem to follow.
Be a beacon of hope every battlefield is a grim place, be the light that brings hope to your allies within them.
Be an inspiration to all you meet every person you meet has the spark of greatness within them, it is your duty to help them realize it.
Be brave no matter the situation even against fearful odds you can and will prevail, know this and your allies will as well.
Be steadfast to Trezor endeavor to show the goodness and strength Trezor. Remind people he is still alive.
Oath Spells
You gain oath spells at the paladin levels listed as described in this table.
Oath of Shield and Stone
| PALADIN LEVEL | SPELLS |
|---|---|
| 3rd | Healing Word, Shield |
| 5th | Enhance Ability, Shatter |
| 9th | Haste, Mass Healing Word |
| 13th | Fire Shield, Stoneskin |
| 17th | Flame Strike, Mass Cure Wounds |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Light of Dawn - Your radiate a holy aura to allies new by. As a bonus action, you present your holy symbol and evoke healing energy to creatures within 30ft of you. However, you have a limited number of hit points equal to 4 x your paladin level. When you use a healing spell it is counted as on level higher.You can’t use this feature on an undead or a construct.
Aura of Shielding - As an action, you slam your weapon into the ground and expend your Channel Divinity. For 1 minute, the attack rolls of every creature of your choice within 30 feet of you are made with disadvantage. This effect ends early if you remove the weapon from the ground or move more than 10 feet away from it. Any one who tries to retrieve your weapon, that isn't you is at disadvantage and must make a strength check. The DC is you spell save DC plus the weapons damage bonus.
Lionhearted
Starting at 7th level, you gain the ability to continue fighting not just in spite of your wounds, but with their aid as well. If you have less than your maximum hp then you gain a +2 bonus to damage rolls and a +1 bonus to armor class. If you have less than half your maximum hp then this bonus instead becomes +3 and +2 respectively and if you have less than 1/10th of your maximum hp then this bonus instead becomes +4 and +3 respectively.
Hopeful Radiance
At 15th level, you start to become the embodiment of hope. Your body is ignited with the glowing light of hope, anytime a creature damages you they take Radiant damage 1d6+ your charisma modifier. You are capable of using your Channel Divinity feature twice between rests instead of once.
Guardian Angel
At 20th level, as an action, you can assimilate the properties of your own holy light and get empowered, turning into an Avatar of your God. As one, your holy aura becomes so strong that it becomes tangible and visible by the naked eye. It ranges all around you, but retain a strong presence over your body and around the weapons that you wield.
Using an action, you undergo a transformation. For 1 minute, you gain the following benefits:
- Your skin hardens and glows, changing into a platinum sheen, your eyes turn gold, and you have immunity to necrotic damage, along with resistance to all other damage
- When you take the Attack action on your turn, you can make an additional attack as part of that action.
- The light that expands from your aura engulfs the shadows around, regardless of their source. At 30 feet range starting from you, its always considered bright light and dim light for an additional 30 ft ignoring even magical darkness.
- You sprout 6 Radiantly white wings from your back, gaining you a flying speed of 30 feet. If you already have flight you double you base walking speed.
- You emanate an aura of Healing in a 30-foot radius. All creatures you consider your ally heal an amount equal to 2d8 + Your Charisma modifier when you initially transform. And you will continue to heal them within the radius for 1d6 + Your charisma modifier at the end of each turn.
Once you use this feature, you can't use it again until you finish a long rest.
Your devotion to Trezor permanently increases you life span and you now age slow. You maximum age is doubled.
Previous Versions
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