Base Class: Paladin
A myth spoken among the stacks of colleges across the continent, the legendary Silverquill order is notorious for appearing on gryphon-back. Known as peacekeepers and expert negotiators, they are trained in persuasion and de-escalation of tense situations. However, that does not mean that they are pacifists by any means. When their backs are to the wall, they are vicious fighters.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Crown Spells
3rd: command, compelled duel
5th: Aid, zone of truth
9th: Crusader's Mantle, spirit guardians
13th: banishment, guardian of faith
17th: circle of power, Summon Celestial
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Imposing Will. As a bonus action, you radiate an imposing aura. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature is frightened and must move its full action and movement away from you for the maximum distance. This effect ends on the creature if you are incapacitated or die. The creature may remake the save at the end of each of its turns.
Bastion of Hope. As a bonus action, you can bolster the morale of allies with your Channel Divinity. Each ally within 30 feet of you gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.
Warding Maneuver
At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.
Relentless
In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.
Aerial Champion
At 20th level, your presence on the field of battle is an inspiration to those allied to your cause. You can use your action to gain the following benefits for 1 hour:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- Your allies have advantage on death saving throws while within 30 feet of you.
- You may use an action to cast Fly without expending a spell slot
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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