Paladin
Base Class: Paladin

As the ancient god of all evil tyrannized the world, Orcus was rivaled by a great force of good, a god protecting the innocent. In a great fight, Orcus was banished from this plane by its only rival, imprisioned in the Shadow Realm for eternity. But the other god was lethally injured from the battle and used up the last of its powers to get rid of the dark god. Thus, the good god died. Its corpse sunk down upon the earth and turned into a hawthorn sapling and around this sapling the greatest kingdom on the entire plane was built. Freed from the god of evil, civilization grew and so did the sapling, turning into a great tree bearing the will of the deceased god.
Paladins of the Hawthorn are those touched by the pure intentions of the force of good still present within the ever-blooming hawthorn tree. Their ultimate goal is to protect the innocent and wipe out all evil, ultimately leading down the same path of self-sacrifice, that was already walked by their god.

Tenets of the Hawthorn

The tenets of the Oath of the Hawthorn are the principles on which the deceased god gave up his life. Each paladin following this oath was led to the ever-blooming hawthorn by sharing an unbreakable resolve for the same cause with it, making acting according to the tenets as natural as breathing to them.

Swift and merciful. Enjoying destruction is where the evil takes root in your heart. Do not hesitate to draw your blade, but choose your actions as such it may be stowed again shortly thereafter.

Purge the darkness. Even though Orcus has been banished, the influence of the dark god will never cease to exist. It is your duty to save as many innocent souls from corruption as possible, destroying as much of Orcus' remains and any other evil as possible.

No sacrifice, no victory. Not everyone is strong enough to fight, as pure as their hearts may be. To protect those who cannot protect their own future, you shall not hesitate to give it everything you've got. Your innocence, your freedom and even your life.

Guard the peace. Do not exchange freedom for order. Take action when misery can be prevented. Topple kings, if they do not treat their people justly.

Channel Divinity

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

Repell Magic. As a reaction you can take, when you or a friendly creature you can see within 30 feet of you is damaged by a spell, you and friendly creatures within 30 feet of you gain resistance to damage from spells until the start of your next turn.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. If an undead fails this saving throw by 10 or more, it is instantly destroyed. If a fiend fails this saving throw by 10 or more, it is banished and returned to its native plane of existance.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Hawthorn Armor

Protected by divine power, the ever-blooming hawthorn only lets true devotees of its principles snap off a branch from its crown. Proven yourself worthy, you are able to gather such a holy piece of wood, which is fabricated into an armor for you by the Order of the Hawthorn.
You are granted a white, magical plate armor, called the Hawthorn Armor. Wearing Hawthorn Armor, you get an additional +1 to AC and saving throws. Additionally you have advantage on saving throws against spells and abilities used by devotees of Orcus, the dark god, while wearing Hawthorn Armor.

Members of the Order of the Hawthorn usually wear stainless, white plate armor. True devotees of the ever-blooming hawthorn are able to snap of branches of its crown, which are then fabricated into such a plate armor. The wood magically grows throughout the metal, which is why usually only chest and leg pieces are infused with the holy wood. In contrary to most knights, the helmet worn by members of the Order of the Hawthorn is held quite simple. Most members of the Order don't even wear a helmet if they are not engaging in combat, as they deem it important to show their face to those they protect, to ensure the common folk that the resolve of the hawthorn is enough to protect them.

Hunter of the Veil

Beginning at 15th level, you are always aware if a spell is cast within 60 feet of you and you always know if such a spell is cast by a devotee of Orcus, the dark god. You know the general direction from which the spell originated, but you don't know the exact location nor which creature casted the spell.

The hawthorn wood fabricated into your armor starts to grow, as the great tree feels your utter devotion towards its cause. Wearing Hawthorn Armor, you get an additional +1 to AC and saving throws.

Additionally, creatures protected by your Aura of Protection are harder to hit with magic. Spell attacks made against creatures benefiting from your Aura of Protection are made with disadvantage.

Symbiont of the Hawthorn

At 20th level, you and the ever-blooming hawthorn become one. The wood within your Hawthorn Armor grows into your flesh, such that the armor cannot be removed from you by any means. Wearing Hawthorn Armor, you get an additional +1 to AC and saving throws.
Fueled by divine will, your bones infused with the strength of the hawthorn, you stop aging, suffering none of the drawbacks of old age and you can't be aged magically. You no longer need food, water, or sleep, although you still benefit from taking rests.

As an action, you can draw on the powers of the hawthorn within your body, to face even multiple dark mages at once. For one minute, whenever a devotee of Orcus casts a spell against a creature benefiting from your Aura of Protection, you can move up to half your speed towards that creature. If you end your movment within 5 feet of the target, you can immediately make one meele weapon attack against the target
Once you used this feature, you can't use it again until you finish a long rest.

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