Paladin
Base Class: Paladin

Your calling has never been to be in the fray, casting offensive magic, or even healing. However you have always been very inspiring and a natural leader who can put individuals in positions where they would excel most. Your natural empathy for others allows you to understand the needs of others and the natural weaknesses of your team.

Tenets of the Banner

Your leadership and ability to make decisions has a direct impact on the fates of all you come across. You are to make the best ones and consider the cost of victory.

Acknowledge Weakness - You are to cover the weaknesses of your allies and protect them through careful consideration.

Leave None Behind - It is your responsibility to make sure no one is left behind to die.

Win the War not the Battle - Sometimes a loss is unavoidable, it is up to you to make sure you achieve victory in the long run.

Way the Costs - Not all victories are worth their cost, do not make unnecessary sacrifices.

Oath Spells

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

Oath of the Banner Spells
Paladin Level Spells

3rd

Bless, Command

5th

Pass Without Trace, Warding Bond

9th

Beacon of Hope, Wind Wall

13th

Hallucinatory Terrain, Stone Shape

17th

Animate Objects, Hallow

Channel Divinity

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

Tactical Control. As a bonus action, you enforce your will upon the battlefield, using your Channel Divinity. Choose one creature within 60ft of you, that individual now takes their turn as if it was their turn on the initiative, however they have no movement to spend.


Bulwark of Courage. As an action, you create a shield around your allies within 80ft of you. All allies affected get an increase to their armor class equal to half your wisdom modifier rounded up. This effect lasts for one minute.

Banners of Hope

At 7th level you are able to create a banner out of light and are able to exert your control and aura through it. As a bonus action on your turn you may create a Banner of Hope which exerts your aura and you may cast spells through it. In addition, this Banner gives your allies a +1 to their hit and damage rolls when they make attacks when they are within 20ft of it. You may move these banners after they are created by picking them up and replanting them. If one of your allies is carrying a banner you are also able to cast spells with a range of Self onto them. The Banner’s exist until they are destroyed by an individual using their action to break them or 10 minutes pass.

You may create a number of Banners per day equal to your Wisdom modifier minimum 1. You regain all uses on a long rest.

Standards of Victory

At 15th level you will take no losses, and use your position to protect your allies. When an ally falls to 0 hp and is within 20ft of your Banner of Hope they instead are stabilized. 

In addition, you may use your lay on hands targeting anyone within the radius of your Banner of Hope.

Bearer of Salvation

At 20th level you are empowered and gain a fine control of the battlefield itself. As a bonus action on your turn, you gain the following benefits for 1 minute:

  • In a 20ft radius around you and your banners any terrain that was difficult is not for you and your allies. Conversely, it is considered difficult terrain for hostile creatures.
  • All allies within 20ft of you and your banners regain lost hp at the end of your turn equal to your Wisdom modifier + your Charisma modifier at the end of your turn.
  • If an ally fails their saving throw while within the aura of the banner or within 20ft of you, you may spend your reaction to have them reroll their save at advantage.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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8/15/2021 7:40:21 AM
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