Base Class: Paladin
The Oath of the First binds a paladin to the protection of all that is good and innocent. Sometimes called true paladins, these paladins are few and far between and serve no god, and instead draw their divine powers directly from the mana in the air. They relentlessly protect those who need help, never backing down. The few who swear this oath are devoted to doing good, even if they do not wish to get entangled in the affairs of gods. They usually look like knights, or whatever class they were before swearing the Oath and wish not for the grandeur of gold adornments.
Tenets of the First
Protection: The purpose of a paladin is not to die for their party, but to live with the burden of protecting them.
Independence: You must not allow yourself to be under the control of those with their own agendas, even if it is the gods themselves.
Confidence: The only way to inspire confidence in others is to find that confidence within yourself.
Channel Divine Mana
When you take this oath at 3rd level, you may choose one of the following two Channel Divine Mana options.
Divine Familiar
Wherever you go, you are followed by a divine being that assumes the form of an unusually intelligent, strong, and fiercely loyal familiar, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the familiar takes on its smaller form but can grow to the size of a steed, such as a wolf(Mastiff), boar(Giant Boar), or cat(Panther). (Your DM might allow other animals to be summoned as familiars.) The familiar has the statistics of its steed form, though it is a Celestial instead of its normal type, and deals 2d6+STR modifier radiant damage instead of its regular attack damage. Additionally, if your familiar has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your familiar can serve you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. You can make any spell you cast that targets only you also target your familiar.
When the familiar drops to 0 HP, it disappears, leaving behind no physical form. After a long rest, it will reappear
Sacred Spells
Holy Shroud: As an action, you can fill the air with mana, causing a heavy mist to emanate from you. The area within 20ft of you is heavily obscured for your enemies, and visible for your allies. This effect lasts for a maximum of 1 hour or until a wind of moderate or greater speeds (at least 10 miles per hour) disperses it.
You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.
Paladin's Duty: As a reaction, if an ally within 30 ft is attacked, you may rush to their aid, standing in front of them blocking an attack with your body. Instead of its original target, the creature's attack targets you, doing whatever damage and effects that would have been done to your ally.
You may not use this if you are blinded, grappled, paralyzed, petrified, prone, or stunned, or if your path is blocked by walls or difficult terrain.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the First Spells
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PALADIN LEVEL |
SPELLS |
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3rd |
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5th |
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9th |
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13th |
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17th |
Sacred Stealth
At level 7, you have learned to shroud yourself in divine mana, protecting you from the gods' vision. Unless told by a mortal, no god will know of your existence and will have difficulty knowing your movements since, to them, you are almost completely invisible. Your familiar has similar protection.
Divine Forgivness
Starting at level 15, you have gained enough mastery with the control of divine mana that whenever you make an AOE attack, you can choose to make it pass over your allies without hitting them.
Burning Blade
At level 20, you become so skilled at bending divine mana to your will that if you concentrate, you can overload a melee weapon with divine energy, causing an explosion of white-blue flames. All enemies within a 20ft radius take 2d8 radiant damage and each ally is healed for 1d8+2 HP. However, your weapon continues to burn with righteous fury. For one attack, your weapon gains 2d12 radiant damage and 1d8+2 fire damage, adding your charisma modifier to the fire damage.
However, if your foe is opposed to divine magic, the blessing persists, eager to burn the evil away from your foe. As long as you continue attacking an undead or somehow unholy enemy, the damage buff will persist. No matter what enemy you face, the blessing leaves your weapon once it is no longer needed.
Previous Versions
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6/25/2020 12:11:51 AM
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