Paladin
Base Class: Paladin

Paladins who choose Oath of Courage are followers of a truer and braver path. They stand strong in the face of danger to keep innocents and their allies safe. They hold connections to people and places dear to their heart and will refuse to back down even to their last breath. They hold themselves to their tenants and beliefs but when their loved ones are in danger they would fight to their last breath.


Tenants of Courage:
- Courage in the Face of Evil: I will stand my ground even against the toughest enemies.

- Strength in Compassion: My strength comes from those I hold dear and I will fight with and for them as long as I have breath in my body.

-Honor and Duty: Though some may reward me for my assistance I do not require material payment to help when it is my duty and honor to assist those in need.

-Seal Away My Enemies: I fight to seal away those who would oppress myself and my allies.

Divine Companion

At level 3 when you choose the path of courage your deity grants you the assistance of a divine spirit as your familiar. This familiar appears as an orb of light with fairy or pixie-like wings. Color of the orb is the choice of the paladin. It cannot assist in battle but has the following abilities.

-As an action you may summon or dismiss your companion.

-The companion gives off light bright light up to a five-foot radius and dim light for another 5 ft.

-Outside of battle if you are lost or confused you may ask for divine assistance from your companion to guide you. (Assistance type and amount is up to DM discretion)

Channel Divinity

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

Champion’s Aura: As an Action you can present your holy symbol and utter a prayer of encouragement. Any allies with 10ft of you who can hear the prayer are granted advantage on Wisdom saving throws against being frightened for 1 minute. At 10th level when the Aura of Courage class feature is given you can use this option to extend the aura’s reach to 30ft take on the effects of Aura of Courage for 1 minute. At 18th level when auras increase using this option expands it to 40 ft with the aura of courage effects for one minute.

Guiding Spirit: As a Bonus Action you can channel divine power into your weapon. The next attack on that turn with that weapon hits the target of the attack is illuminated by a divine aura and for one minute all attacks against that target have advantage or until the creature is unconscious or incapacitated

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Courage Spells
Paladin Level Spells

3rd

shield, expeditious retreat

5th

enhance ability, ray of enfeeblement

9th

water breathing, beacon of hope

13th

guardian of faith, elemental Bane

17th

reincarnate, legend lore

Enthralling Aura

Starting at level 7 enemies within 10 ft of you must make a wisdom saving throw (DC equal to your spell save DC) or be enthralled by your presence until they pass the Wisdom Save (able to be rerolled at the end of their turn) or you or the creature is rendered unconscious or incapacitated. While enthralled a creature has disadvantage on attacks targeting any creature except you and disadvantage on any saving throws from attacks made against them by creatures other than you.

Reckless Courage

Starting at level 11 you have a number of uses equal to your strength + proficiency bonus. When using your main action for something other than attacking you can expend one use to make a melee attack as a bonus action.

Fallen Hero

Starting at level 15 when your hit points drop to 0 and you fall unconscious you can choose to produce a wave of heroic power that bursts from where you fall. Allies within 10 feet are granted temporary hit points equal to your paladin level + your spellcasting modifier. For one minute after your paladin has fallen all attacks against allies within range of the heroic aura have disadvantage. Additionally, the paladin has advantage on death saves while down. This aura can only be dispersed once between long rests

Smite of Legends

At level 20 you have the divine power to truly seal away your foes. Once between long rests when making a melee attack with divine smite you can activate this ability (no action to use) and a golden aura holds the creature in place allowing you to deal 10d10 Radiant dmg on top of the attack already made. For a creature with the regenerative ability this also brands the target with a golden sigil marking it as a banished soul when it hits 0 hit points and would usually roll for regeneration time that time is automatically 100 years.

Previous Versions

Name Date Modified Views Adds Version Actions
1/12/2021 6:47:56 PM
7
0
--
Coming Soon
1/12/2021 6:56:00 PM
11
0
--
Coming Soon
1/12/2021 10:46:31 PM
21
0
--
Coming Soon

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes