Paladin
Base Class: Paladin

A Path that follows and receives power from The Progenitor Gods. A subclass for Paladin that is inspired and based on The Enlightened One class from Fire Emblem Three Houses. 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of The Enlightened Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of The Enlightened Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Gambit Boost. You can use your channel divinity reduce an enemys movement to 0ft. As an action, you can force a creature within 15ft that you can see to make a Charisma saving throw. If you have 3 or more allies within 10ft of you, the target makes this save at disadvantage. On a fail, the creature's movement is reduced to 0 for 1 minute, they may make a save to end this effect at the end of their turn.

Abjure Dragons. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one draconic creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

Soulblade

Starting at level 7, your magic can begin to be channeled into your weapon. You can add your charisma modifier to your damage roll a number of times equal to your charisma modifier, minimum of 1, per long rest.

Magic and Sword Crit

Magic Crit +10. When casting a spell, if you roll a critical hit, you can add a d10 to your damage roll.

Sword Crit +10. When wielding a weapon you're proficient in, if you roll a critical hit, you can add a d10 to your damage roll.

Sublime Heaven

At 20th level, you gain the ability to harness your magical energy and channel it through your weapon. Once per long rest you gain the following abilities. 

- Attacks you make with your weapon can result in critical hits on 19s and 20s

- The reach of your melee weapon is increased to 10 feet while using this feature.

- When used against monstrosities or constructs, on a hit, roll your damage die a second time.

This effect lasts until the end of your next turn, until you fall unconsciousness, or until you drop your weapon.

Comments

Posts Quoted:
Reply
Clear All Quotes