Paladin
Base Class: Paladin

An Oathless Paladin is one who has never taken an oath.  They have always felt that it wasn't good enough, or that they in some way failed as they fell into despair over his or her own powerlessness and abandoned their oath.  They will sacrifice everything for the greater good, and for what they believe even if it means destroying their previous ambitions or themselves.  Perhaps they will find something that returns that spark to their heart, but for now they are broken and Oathless and are looking for anything to rekindle that fire.

A paladin must be good or neutral and at least 3rd level to become Oathless.  The paladin replaces the features specific to his or her Sacred Oath with Oathless features.

Oathless Spells

Oathless Spells
Paladin Level Spells
3rd Sanctuary, Heroism
5th Silence, Gentle Repose
9th Haste, Beacon of Hope
13th Death Ward, Aura of Life
17th Holy Weapon, Flame Strike



Channel Divinity

You gain the following two Channel Divinity options.

Rekindle Hope.
 You can use your Channel Divinity to Rekindle Hope. As an action, each friendly target within 30 feet of you regains hit points equal to half your Paladin level + your Charisma modifier (minimum of one), and they are no longer frightened, and they gain advantage on saving throws against the frightened condition for 1 minute.

Inspiring Presence. You can use your Channel Divinity to exude an inspiring presence. As a bonus action, each other friendly creature of your choice that you can see within 30 feet of you gains a bonus to their to attack rolls and saving throws equal to your charisma modifier (minimum of one) until the end of your next turn.

Aura of Hope

Starting at 7th level, the paladin, as well any friendly creatures within 10 feet of the paladin, gains temporary hit points equal to your Charisma modifier (minimum of one) at the start of each of its turns.

At 18th level, the range of this aura increases to 30 feet.

Supernatural Resistance

At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Crumbling Ambitions

As an action, you gain the ability to harness the remaining light burning in your heart, gaining the following benefits for 1 minute:

• You shed a calm dim light in a 30-foot radius.

• At the start of each of your turns, you regain Hit Points equal to 5 + your Charisma modifier. Your hit point maximum is reduced by an amount equal to the damage regained. This reduction lasts until you finish a Long Rest. You die if this effect reduces your hit point maximum to 0.

• When a friendly creature within 30 feet of you takes damage, you magically take half that damage, instead of that creature taking it.

• Having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your Crumbling Ambitions ends.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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Oathless Image

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