Base Class: Paladin
Those who uphold the Oath of Determination value freedom over all, for they are not bound by any chains but their own words, so when they bind themselves with a promise - they have nothing left but their determination.
When a paladin gives a promise - the spoken words appear on their armor in a golden font, allowing them to call upon the divine strength to fulfill their duty at any cost, but shall they fail - those words will be burned into their skin forever.
Unlike most paladins, the Paladins of Determination, also known as Fatemakers, tend to wear dark leather armor to stay as flexible and agile as possible. It also helps them hide their identity, since all their fulfilled promises would be visible on metal, as a feint, dark outline of the words that used to shine like a setting sun.
Tenets of Determination
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Perseverance: Never give up, no matter how difficult the task.
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Focus: Keep your mind clear and focused on your goal.
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Courage: Have the courage to take on any challenge.
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Resilience: Bounce back from setbacks and never let them hold you down.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Determination Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
A Promise to Protect - As an action you can choose any number of willing creatures within 30 feet of you. For 10 minutes, the names of the selected creatures appear in glowing letters on your armor. If a creature whose name is depicted on your armor is being attacked within 30 feet of you, you can use your reaction to teleport to an unaccupied space within 5 feet of the creature and as close as possible to the attacker. You become the new target of the attack and the prior target's name fades away from your armor.
If a creature whose name is on your armor dies, all the names disappear from your armor and you take 1d6 radiant damage for every name that disappeared this way. This damage can not be reduced by any means.
At 7th level, whenever you teleport because of the promise to protect you can perform an attack of oportunity against the attacking creature as a part of the reaction.
A Promise to Vanquish - As a bonus action, you can mark a creature you have seen in the past 8 hours. For 10 minutes, you know where the target is in relation to you as long as you are on the same plane of existence. As part of the same bonus action, you can make a melee attack against the target and can do so as a bonus action on subsequent turns for the duration. Additionally as an action, you can invoke the power of your promise to deal 2d6 radiant damage to the target as long as you are on the same plane of existence.
For the duration, your melee attacks against the target score a critical hit on a roll of 19 or 20.
Aura of Determination
Starting at 7th level, your presence in moments of hardships fills your allies with determination to act. When you are targeted by an attack, friendly creatures within 10 feet of you can move up to half their speed without provoking attacks of opportunity.
At 18th level, the range of this aura increases to 30 feet.
Lasting Words
At 15th level, you can invoke your oath and bind others with your will. You can cast Compelled Duel at will. Additionally when you telepeort as part of A Promise to Protect reaction you can decide if a name fades from your armor or not.
Final Stand
At level 20, you gain the ability to unleash the full power of your determination. As a bonus action action you unleash a wave of holy energy, allowing you to mark any creature within 60 feet as per A Promise to Protect or A Promise to Vanquish. You and your marked allies get the following benefits for 1 minute:
- You are immune to fear and charm effects and your speed can not be reduced by any means.
- Your attacks and spells deal addition 10 radiant damage to creatures marked by a promise to vanquish.
Additionally you get the following benefits for the duration:
- You gain temporary hit points equal to your level at the start of your turn that last until the start of your next turn.
- You gain resistance to all damage.
- You gain additional reactions equal to your Charisma modifier (minimum of 1). These reactions can only be used for A Promise to Protect's teleportation.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
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