Paladin
Base Class: Paladin

Lightbinder powers are the product of their channelling light to paths, which they call bonds. Lifebinders possess bonds that are connected to the specific attributes of their bodies. Bonds can be spread between multiple attributes or stacked onto one, each bond enhancing the affected attribute.

All through history people and Archknights alike have believed that the only way to obtain Archknight powers, meaning Lightbinding, was to truly desire to fight evil, and sincerely pledge the Archknight's Oath, which is to fight evil for the rest of their lives. The Knights have also led the world to believe that Archknights, in a similar way as Bringers, lose their powers if they break their oaths or lose their dedication to the cause. However, this is a lie, and there are Archknight deserters with their powers intact.

 

The idea of this class comes from a book titled Shadow of the Conqueror by the author Shade Brooks. The idea of this class is his creation, I simply wanted to create this subclass to add to my own games and hopefully be enjoyed by others as well.

Oath Spells

You gain oath spells at the paladin levels listed in the Lightbinder Spells table. See the Sacred Oath class feature for how oath spells work.

Lightbinder Spells

Paladin Level Spells
3rd Catapult, command
5th Enhance Ability, spiritual weapon
9th Daylight, Fear
13th Fabricate, Stoneskin
17th Dawn, Wall of Light

Light Channeling

When you take this oath at 3rd level, you gain the following light channelling options. See the Sacred Oath class feature for how Channel Divinity works.

Speed Bond. As a bonus action, you can use your Channel Divinity to amplify your speed, doubling your movement speed for 30 seconds.

Fortitude Bond. As a bonus action, you can use your Channel Divinity to increase your fortitude, granting you temporary hitpoints = 1d8 + paladin level and giving you advantage on Constitution saving throws for 1 hour.

Strength Bond. As a bonus action, you can use your Channel Divinity to increase your strength, doubling your carrying capacity and giving you advantage on Strength checks and saving throws for 1 hour. You also gain 1d4 addition damage on attacks based on strength for the same duration.

Intelligence Bond. As a bonus action, you can use your Channel Divinity to increase your Intelligence, giving you advantage on Intelligence checks and saving throws for 1 hour.

Perception Bond. As a bonus action, you can use your Channel Divinity to increase your Perception, giving you advantage on perception checks and increasing your passive perception by 2 for 1 hour.

Combat Skill Bond. As a bonus action, you can use your Channel Divinity to increase your skill in combat, giving you +2 on attack rolls and increasing damage on dexterity based attacks by 1d4 for 5 minutes.

Light Sense

Starting at 7th level, you are able to sense the light in all living things, allowing you to sense the location of various creatures and plants within 120 feet. Living humanoids have a varying amount of light within them based on their morality, mental state, and their own views on their actions. If they believe what they are doing is good, they possess more light, and if they know what they are doing is evil, the less light they have.

Increased Light Channeling

Starting at 7th level, you gain the ability to Channel Divinity with this subclass 2 times per short or long rest. Furthermore, you can channel two different bonds at the same time, or increase the potency of a single bond by channelling it twice while the first bond is still in effect.

2nd Speed Bond. As a bonus action, you can channel a second bond into speed, multiplying your speed by 2.5

2nd Fortitude Bond. As a bonus action, you can channel a second bond into your fortitude, increasing the temporary hitpoints you gain by an additional 1d8 and increasing your constitution save by +2 for the duration.

2nd Strength Bond. As a bonus action, you can channel a second bond into your strength, increasing your strength based damage by an additional 1d4 and increasing your strength based skill checks and saves by +2 for the duration.

2nd Intelligence Bond.  As a bonus action, you can channel a second bond into your intelligence, increasing your intelligence based skills by +2 for the duration

2nd Perception Bond. As a bonus action, you can channel a second bond into your perception, increasing your perception skills and passive perception by +2 for the duration.

2nd Combat Skill Bond.  As a bonus action, you can channel a second bond into your combat skills, adding an additional +1 to your attack rolls and an additional 1d4 to your dex based damage for the duration.

Max Channeling

At 15th level, you gain the ability to Channel Divinity 3 times with this subclass per short or long rest, further enhancing your attributes to the limit. By doing so, you can either channel 3 separate bonds, channel twice into a single bond and once into another bond, or channel all 3 into a single bond, gaining the bonuses of the previous levels as well as the 3rd level bond.

Level 3 Speed Bond. As a bonus action, you can use your Channel Divinity to amplify your speed to its limits, multiplying your movement speed by 3

Level 3 Fortitude Bond. As a bonus action, you can use your Channel Divinity to increase your fortitude to its limits, granting you an additional 2d8 temporary hit points and giving you an additional +2 on Constitution saving throws for the duration.

Level 3 Strength Bond. As a bonus action, you can use your Channel Divinity to increase your strength to its limits, tripling your carrying capacity, increasing your strength save and checks by an additional +2, and giving you an additional 2d4 damage on strength based attacks for the duration.

Level 3 Intelligence Bond. As a bonus action, you can use your Channel Divinity to increase your Intelligence to its limits, increasing your intelligence based skills by an additional +2 for the duration

Level 3 Perception Bond. As a bonus action, you can use your Channel Divinity to increase your Perception to its limits,  increasing your perception skills and passive perception by +2 for the duration.

Level 3 Combat Skill Bond. As a bonus action, you can use your Channel Divinity to increase your skill in combat skills to its limits, adding an additional +1 to your attack rolls and an additional 2d4 to your dex based damage for the duration.

Surging

At 20th level, you have learned how to absorb and channel a sunstone into your body, increasing the amount of light stored within you for a limited amount of time, giving you a quick burst of power. However, surging too many times a day will cause death.

Once a day as an action, you may absorb the light of a sunstone worth 200gp. Upon doing so,  you immediately start channelling all of your bonds at 3rd level, gaining the bonuses for level 3 and the levels before it, at the same time for 1 minute. Once the surge has ended, you immediately gain 2 levels of exhaustion.

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