Base Class: Paladin
You stand as a pillar of justice for the common folk. Just your mere existence give people hope where there once would be nothing but dread. You give them the confidence to fight for what's good in this world. Fledgling heroes and adventurers look to you for inspiration and guidance. You will fight with everything you have to protect your ideals, untill the bitter kiss of death.
Tenants Of Heroism
A paladin of heroism embodies all that is good and righteous in the world and takes them to heart, as they push them forward against the darkness.
Protect: Give those who cannot save themselves a hero to depend on, someone who will stand against the darkness for anyone who cannot do it themselves.
Deter: You must stand as a pillar, a beacon of hope to those who need you, and as a threat to those who would seek to harm others.
Inspire: Become an icon, a source of courage to those who would follow in your footsteps. Inspire the next generation of heroes and give them someone to look up to and seek guidance from.
Sacrifice: As a hero, you will stand against untold horrors for the good of the people. This path ultimately leads to a single end and you are always willing to lay down your life to protect those who need you. Until the end, you live to put others before yourself.
Channel Divinity
You invoke your path and push yourself beyond your limits to protect the innocents and defeat evil. You gain the following 2 channel divinity options.
Pillar of Inspiration: Your convictions and actions inspire your comrades to action. Your comrades have advantage on their next attack.
Push Past Your Limits: Your strength of will and refusal to go down pushes your body past its normal limit. For the next 1 minute you may add your charisma modifier to the damage of your melee attacks and once per turn you may force a target you have hit with a melee attack to make a strength save, falling probe on a failure. Huge and gargantuan size creatures automatically succed on this save.
Oath Spells
When you take this subclass, you gain access to the following spells. You always know them and they are always prepared for you.
1st level: Heroism, Disguise Self
2nd level: Enthrall, Enhance Ability
3rd Level: Beacon Of Hope, Haste
4th Level: Death Ward, Freedom of Movement
5th Level: Heroic Smite, Steel Wind Strike
Heroic Persona
As a hero, you take on a persona. The embodiment of your ideals and a symbol to the common folk, as well as a way to protect yourself and others from those who would harm you or your loved ones in your downtime. You gain proficiency in the Performance skill.
In addition, you may cast Disguise Self on yourself as a bonus action to become your alter ego in full costume. The spell lasts until dispelled or until you take a short or long rest instead of the usual time and you have advantage on performance checks to hide your identity.
While in your costume, unless you reveal it to another character, you are not recognized. A character that knows you may attempt an insight roll against a contesting performance roll, learning your identity on a success.
Your costume/persona can be whatever you want, but when using this feature you cannot disguise your physical build, race, or sex.
Hand of Justice
When you take this subclass at 3rd level, you gain proficiency in unarmed attacks and fist based weapons(spiked gauntlets, brass knuckles, etc). Strength is your attacking stat for these attacks and you may apply your divine smite to unarmed attacks.
Your unarmed attacks and attacks with fist weapons do 1d6 damage. The damage for these attacks increase to 1d8 at 7th level, 1d10 at 11th level and 1d12 at 15th level.
In addition, the damage for your Divine Smite feature changes to force damage.
Till My Last Breath
Your convictions are so strong that death does not deter you and you continue to fight on until death takes your soul for good.
Starting at 7th level, when you hit 0hp but are not killed outright, you may marked a failed death save and drop to 1hp instead. This failed death save does not return until you finish a long rest.
In addition, you are immune to effects that would cause you to run against your will.
Heroes Gambit
Though your body may weaken, your willpower never will, and those who stand against you must never drop their guard. For as long as you breath you are a significant threat.
Starting at 15th level, when you use your Til My Last Breath feature, you may use your reaction to move up to your speed and make an unarmed attack against the creature who put you down to 0hp. If this attack successfully hits, it does an extra 2d10 force damage.
One for All
When all other options are gone, and death stares you in the face, a true hero only falls after he has given everything he has, for if he breathes his last, he can die with a smile knowing he went out with his best.
At level 20, when you use your Heroes Gambit feature, you may expend every spell slot you have remaining on one final all out attack. The damage is a cumulative smite, delivering every last ounce of strength you have. It deals 1d8 plus X additional d8 force damage, where X is the cumulative level of every spell slot you have left at the time of use( ie if you have 2 3rd and 1 5th level slot remaining it does 12d8)
Once you have used this feature, you become incapacitated for 1d4 hours and cannot use this feature again until you complete a long rest. The only way to end this incapacitation effect early is through the Wish spell.
Previous Versions
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12/1/2018 8:25:04 AM
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