Base Class: Paladin
The Oath of the Hero is one you create yourself. It is a reaction to the wrong doing and suffering around you and how you have the capacity to make a difference. You can be a symbol of peace and justice, making people smile wherever you go. You may have other motives of doing this, perhaps for fame or glory or even just to show your power but the end game is always the same. Save lives, enact justice and give people hope.
TENETS OF A HERO
Though the exact words of the Oath of the Hero vary depending on why that paladin wanted to take this path, however, paladins of this oath share these tenets.
Hope. A hero brings a light and joy to the people. To see the future and feel aspiration, not fear.
Courage. A hero faces many hurdles on their path, some out in the world and others from within themselves, so they must learn to face them.
Protection. A hero aids others and protects the weak. Show mercy to your foes, but temper it with wisdom.
Unbreakable. A hero has the strength of will to fight to the very end. When they feel like they have given their all then they must find the strength to go beyond that.
Creator Note: This subclass was inspired by the anime My Hero Academia and the Oath of Heroism that was an old Unearthed Arcana subclass.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Power Surge. You can use your Channel Divinity to augment your athleticism with divine favor. As a bonus action, you gain advantage on all ability checks and saving throws that use Strength (not including attack rolls) and Dexterity (Acrobatics) checks for the next 10 minutes.
Focused Strikes. You can use your Channel Divinity as a bonus action to guide your attacks: for 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Heroism 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 |
Aura of Resolve
At 7th level your presence increases the resolve of you and others around you. Energy radiates from you in an aura with a 10-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points (a creature can only benefit from the hit point regain once every 24 hours).
At 18th level the size of the auras radius increase to 30 ft.
The Beacon of Hope
At 15th level your actions on the battlefield can inspire your allies and demoralise your enemies. Whenever you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). All the chosen creatures are affected by one of the following effects of your choice:
- The creature gains temporary hit points equal to 2d6 + your Charisma modifier (minimum of 1 temporary hit point).
- The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.
Once you use this feature, you can't use it again until the start of your next turn.
Go Beyond
At 20th level, as an action, you can push beyond your limits to keep fighting for the others around you. For 1 minute, you gain the following benefits.
You draw on all your fortitude to fight past the pain. You gain resistances to all damage types.
You find an inner power increasing your focus and strength. You have advantage on all attack rolls and saving throws.
Once you use this feature, you can't use it again until you finish a long rest.
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