Paladin
Base Class: Paladin
In the far west of Aomia, a ghastly chapel is purged and exercised by a man in plate mail that casts dazzling wispy shapes across the pews, light refracted and made pure again from the glass windows of false deities. Another newly cleansed house to Aom.
Children run down a dirt road. It is what makes up main street in their simple farming hamlet. They reach up and receive a ration from a smiling woman wearing finely woven robes, on her breast is a lavender symbol of the One. She is the small town’s champion, and protects them from any would-be Inquisitors, and the monsters from the wald.
The slash of the paladin’s machete cut the brush with a rhythmic scratching. Though Panwo couldn’t help but wince, as the sound reminded him of when the machete was used to sever the head of the snake priestess, and when his eyes glowed with a holy light. Reminding him that this deity was very much so real.

The Oath of Unity is the principle oath that paladin’s of Aom take. Aom, being the monotheistic One God of the Aomian Theocracy, selects champions within the nation. Such individuals use her power to keep peace in Aomia, and carry the One God’s union to other people. These paladins train in various forms of emotion-quelling magic and powerful magic that attempts to bind.

Tenets:

Paladins who take the Oath of Unity shall find a small pamphlet containing these tenets inscribed on it. The pamphlet will always find a way back to these paladins.
Unity-- You are the shepherd of the people. You protect your own, for they are all important and meaningful. You also recognize the magnificence in your enemies, for they are welcome within the grand flock. 
Singularity-- Individuals have talents and powers within them. You must encourage others to follow, demonstrate, or otherwise show off their prowesses.[br]
Community-- The health and welfare of everyone is paramount. You must volunteer yourself to be an asset to your local community, you must demonstrate understanding for the issues of your greater community, and you must crush any attempt at harm upon the global community.[br]
Self-- As a chosen of The One, you must, above these last three tenets, improve yourself. Ensure that the welfare of yourself is in top fighting form. Ensure you are important, and an individual.

Channel Divinity

When you take this oath at 3rd level, you gain the following channel divinity options.

 Beckon the Pagan: As an action, you may use your holy symbol and pray to Aom, targeting a hostile humanoid within 30 feet of you. The target must succeed a Wisdom saving throw against your spell save DC. On a failure the target is considered charmed by you and your allies for the next 24 hours. You may use this feature again to prematurely end the charm. The creature may reattempt the saving throw if it suffers an attack from you or witnesses an ally being attacked.


Cradle the Believer: You may use your channel divinity to withdraw an ally from danger. As a reaction, you can use this feature to pluck an ally you can see within 60 ft of you through the Ethereal Plane near instantaneously. The target must be willing to be pulled, if not they must succeed on a Charisma saving throw against your spell save DC. The target does not provoke opportunity attacks this way, and will shed any external debris that you deem to remain behind.

Oath Spells

You gain the following spells at the levels listed.

3rd             Illusory Script, Healing Word

5th             Calm Emotions, Suggestion

9th             Beacon of Hope, Blink

13th          Divination, Arcane Eye

17th          Planar Binding, Modify Memory

 

Shelter the Faithful

Starting at 7th level you may choose a number of targets equal to your Charisma modifier once per long rest. For the next hour they are considered sheltered. If they are reduced to 0 hp from any incoming source of physical damage while sheltered they may drop to 1 hp instead. This effect ends if you are reduced to 0 hp. 

Armor Communion

Starting at 15th level as an action you can bathe an ally in a radiant manifestation of your armor. For the next 30 minutes their armor class becomes equal to yours. You regain this feature after a short rest or greater.

Avatar of Aom

At 20th level you may assume the form of a herald of Aom, bestowing the following effects upon you for one minute:

  • You may teleport to an ally within 60 ft. of you as your movement.
  • You gain a flying speed of 30 ft.
  • Enemies within 10 ft. of you must pass a wisdom saving throw against your spell save DC. On a failed check they are charmed by you. They must make these saving throws at the end of their turn. They cannot reattempt the save to end the charm until this feature concludes.

Previous Versions

Name Date Modified Views Adds Version Actions
6/9/2020 3:19:48 AM
13
1
5e
Coming Soon
6/9/2020 3:29:16 AM
8
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes