Base Class: Paladin
You are the guardian of the in-between. You protect the balance, maintain the equilibrium between the light and the dark. You remain perfectly poised, your powers precisely aligned and balanced between the two extremes of day and night. You protect the innocent, but you do not condemn the wicked, not without having ensured that you know what it is they have faced. Forgiveness is a powerful weapon too, if used correctly.
Tenets of Devotion
Paladins who have sworn themselves to the Oath of Protection must adhere to the following creed:
- Balance: You strive to achieve equilibrium in yourself and to help others achieve - ensuring that the world remains in harmony.
- Belief: No one is wholly good or wholly evil. You know that anyone can be redeemed if they choose to be - and you’ll help them if you can.
- Honour: You never deceive your friends, never take from them and never deny them.
- Commitment: You stand between the light and the darkness, ensuring that neither ever overrides the other. You unite them, in yourself, and must ensure that they remain reconciled, no matter how difficult it might be.
*This content is a part of Cats & Catacombs by PaintingPolygons*
Channel Divinity
When you take this oath at 3rd level choose one of the two following Channel Divinity options:
Fellowship of the Old Striped One
With the sagacity and solemnity of the Old Striped Cat you worship, you can use divine power to defend a friendly character from the darkness of a fallen creature. As an action, you may choose one player character within 30 ft to receive the boon of the Old Striped One. They gain +2 AC for the next turn.
The Bond of the Trickster
Quick wits define your friendships, including those you share with your god. As an action you can utter a series of strange whispers and whistles that disorient one creature attacking a fellow player character. Your friend gains advantage on all attacks made against that creature for the next turn.
Loyal to the End
Nothing could make you betray your oath. You and all friendly characters within 10ft become immune to all psychological conditions - such as Frightened. At 18th level, the range of this ability extends to 30 ft.
Rescued from the Darkness
When a friendly player character is reduced to 0 hit points within 5ft of you, they can elect to drop to 1 hit point instead. An individual player character may make use of this ability once per long rest.
Not Today
With a whispered word, you extract your friends from the grip of the darkness or the light. As an action, you can teleport a friendly character within 30ft of you to your side. The teleported player character cannot make any action for that turn, but they also cannot be attacked and any enemies they were in combat with do not make an attack of opportunity.







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