Paladin
Base Class: Paladin

The Oath of the Hero paladin aims to do what the Oath of Heroism paladin couldn't. And also make a striker subclass that is actually good. Now, let's take a look at the lore:

 Oath of the Hero, remembered only through the paladins that held the oath, was an ancient oath, accessible by only rare individuals, with enough inner strength to call themselves heroes. They were never guaranteed success, but they did it. Not because of the gods, or because of their experience. Because of their belief. Because they believed they could do anything, their soul helped. Their soul was their source of power, instead of their oath. However, their soul would be with them only as long as the abided by it. The paladins of this oath were great heroes, remembered in history, just like their oath said. Some could slay dragons in a single blow, some could endure Asmodeus's attacks. Nothing could stand in their way, except themselves.

Anyways, the oaths for this paladin are:

-Confidence. If you don't believe in yourself, what kind of hero are you?

-Belief. You're a pure soul. Hold onto your beliefs, no matter what the others think.

-Greatness. You're here to do something great. Don't hesitate to go on a quest.

-Purity. You're here to help others, not yourself. Stay a pure soul, and you will be rewarded.

Pure Soul

At 3rd level, your pure soul learned to channel its light into your body. You can have Pure Soul options equal to 1 + your Charisma modifier. Your Pure soul options reflect who you are as a being. A Pure Soul option may be active at all times, but only one can be active at a time. This increases to two at level 9, and three at level 15. While you have a Pure Soul option active, your number of spell slots of a certain level, depending on the Pure Soul option, is reduced by one. Pure Soul options can be activated or deactivated as a part of any action. Only one Pure Soul offensive option (that deals damage) can be used for an attack. At level 13 this increases to two options.

Burning Soul

Your soul burns bright, like a wildfire. Your passion is your drive, even though you may hide it. When you strike a creature, it must pass a DC 18 Constitution check, or be set aflame for 1d3 turns. It takes 1d6 Fire damage each turn, including this turn, until an action is used to put the fire out. The damage increases to 2d6 at level 7, 3d6 at level 15 and 4d6 at level 19.

Righteous Soul

Your soul is righteous and true, much like the light. You're pure and honest, a moral compass to yourself and others. When you strike a creature, it takes an additional 1d3 + your CHA modifier of damage, and if it's an undead, you can treat your attack as a critical hit. At level 5, the damage die increases to 1d6, at level 9 it increases to 2d6, at level 14 it increases to 3d6 and at level 18 to 4d6.

Enduring Soul

Your soul can endure even the highest amounts of torture, both mental and physical. Your AC is increased by 2, and you gain temporary hit points equal to your CHA modifier every short rest.

 

Aura Of Heroism

Starting at 7th level, friendly creatures within 10 feet of you gain a +1 bonus to their attack and damage rolls.

At 18th level, the range increases to 30 feet, while the bonus increases to +2.

Powerful Spirit

Beginning at 15th level, while you're holding a single weapon in your hand, and no weapons in the other, that single weapon (even if it's a magical one) recieves all the damage bonuses a 5th Level Elemental Weapon would give to a non-magical longsword.

Fighting Spirit

At 20th level, as an action, you can be driven into the form of an absolute hero. For 5 minutes, halve your maximum HP (treat the HP that's over half as bonus hit points), add a +7 bonus to your AC, +5 bonus to your attack rolls and your damage. While in this state, your eyes turn a shining blue color. You have advantage on saves caused by all creatures that want to cause harm to you.

In addition, you have 2 hero points. If you get knocked to 0 hit points, at any point during a combat, you can regain 2d10 hit points, and regain consciousness, at the cost of a single hero point. If you get knocked past your death threshold, you can use 2 hero points to be brought back to 0 hit points.

Also, you can deal an additional 2d10 damage of a type of your choosing when attacking an enemy in melee range of you.

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