Paladin
Base Class: Paladin

The Oath of the Legion is sworn to protect and inspire the common people. They value unity, comradery, and discipline. They may serve a community, nation, or simply the common man, drawing thier strength from a sense of responsibility to thier chosen people. Because they understand the power of cooperation and harmony, they often find themselves creating or joining groups to aid them in thier self-assigned guardianship, creating thier own little 'legions' of adventurers and supporters. To a paladin of this order, the only thing more important than the bonds between the members of thier chosen legion is the protection of the people that their legion serves.

Tenets of the Legion:

Defense: a people first and foremost must feel safe. Rescue innocents and do not needlessly endanger others.

Heroism: A people without heroes and dreams is a people without hope. Encourage and inspire others to find and achieve great ambitions.

Unity: A people that are divided will not long remain one people. Mediate conflict and seek to build cooperation among those you serve and lead.

Service: A people led by the selfish and arrogant is a people harming itself. Put the needs of others before your own dignity or safety. Simply put, if a job you can do needs doing, do it.

 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

You gain two Channel Divinity options:

Blessing of the Legion. As an action, you can touch a number of weapons or equal to your charisma bonus. Until your next long rest, the weapons are considered magical, and you can use them as vessels for your magic. You can cast spells with a range of touch or self on creatures touching these weapons. In addition, whenever one of these weapons is used as part of a successful attack, you may smite through it as a reaction as though you made the attack, though you can only expend one spell slot at a time in this way. (You still hold concentration for spells cast in this way, even though "self" ranged spells in some ways treat the affected creature as the caster.)

Shieldmate's Calling. As a reaction, you and one willing creature teleport, trading places with each other. If either of you were being attacked or forced to make a save, the other recieves it instead, and any creature that was making an attack or forcing a save against the creature you traded places with is magically grappled by conjured chains or spectral legionnaires for one minute, with an escape DC equal to your spell save.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells

3rd

unseen servant, guiding bolt

5th

mirror image, warding bond

9th

mass healing word, spirit guardians

13th

freedom of movement, stoneskin

17th

seeming, steel wind strike (Can't publish with this spell linked.)

Aura of Synchrony

Starting at 7th level while you are conscious you and friendly creatures within 10 feet of you can move though eachother's spaces without penalty as long as the movement doesn't end with multiple creatures standing in the same space. In addition, you and friendly creatures within 5 feet of you do not provoke attacks of opportunity when moving.

At 18th level, the range of this aura increases to 30 feet, and the secondary effect's range increases to 15 feet.

Champion to Many

When you take damage that results in you having less than half of your health, or a friendly creature you can see either dies or is incapacitated, you can spend your reaction to move up to half of your movement speed and either cast a spell or take the attack action. Once you use this ability, you can't do so again until you finish a long rest.

Army of One

At 20th level, as an action, you draw upon the strengths and skills of an entire legion, gaining the following benefits for 1 minute:

Your base armor class and any of your ability scores lower than a 20 become 20.

You have advantage on all strength checks and saving throws.

After you take the attack action, you can make an additional weapon attack against every other creature within range of your weapon that you have not attacked this turn.

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

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