

Followers of Galanar
Galanar is the god of heroism, ambition and strength in any form. They are a god that has carried the great empire of Dorn through its greatest prosperity and still serves to provide hope and power to those in the shattered remnants of that once great empire.
Galanar is often depicted encased in a black suit of armor poised stalwartly. In no depiction of Galanar is their face ever shown, nor are they ever referred to with gendered words, nor are their depictions emblematic of a particular race. Rather, Galanar stands as a reminder that anyone, no matter their origins, heritage or state of being, can become a hero and be strong in their own way.
Galanar does not demand people commit to any particular activity, but rather promotes strength of the kind determined by the individual and strength that protects those who are not able to fight yet, whatever fighting means for you.
Heroism Domain
Clerics dedicated to Galanar stand to protect all those around them. They are brave where others cannot be and bear the burden when others cannot. As such, Galanar often grants them the chance to commune with spirits of ages past who dedicated themselves to the heroics Galanar lauds. These heroic spirits emerge from their celestial realm, a part of which Galanar holds sway over, to fight alongside clerics they deem worthy of their support.
Heroism Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | heroism, shield of faith |
| 3rd | aid, warding bond |
| 5th | beacon of hope, motivational speech |
| 7th | death ward, guardian of faith |
| 9th | circle of power, dispel evil and good |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
Symbol of Heroism
At 1st level, your holy symbol emboldens you. When you are touching your holy symbol or carrying something with your holy symbol on it, you have advantage on saving throws against being frightened.
Amongst Heroes
Beginning at 1st level, when an ally you can see takes damage within 10 feet of you, you can use your reaction to halve that damage. You immediately take the damage which your ally did not take. This damage to you can't be reduced or prevented in any way.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Channel Divinity: Summon Heroic Spirit
Starting at 2nd level, you can use your Channel Divinity to summon a heroic spirit who served Galanar in life and continues to help their followers after.
As an action, you present your holy symbol and manifest a heroic spirit in an unoccupied space that you can see within 30 feet of you. It uses the Heroic Spirit stat block. The spirit appears as an androgynous figure encased in armor and shrouded in murky blackness.
In combat, the heroic spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the heroic spirit can take any action of its choice, not just Dodge.
The heroic spirit remains for 1 hour, until it is reduced to 0 hit points, until you summon the heroic spirit again, or until you die. Anything the heroic spirit was wearing or carrying is left behind when the spirit vanishes.
Galanar's Chosen
At 6th level, your heroic deeds bring the attention of even greater spirits willing to fight alongside you. When you summon a heroic spirit, you may choose to summon one of the following: Artisan Spirit, Holy Spirit or Martial Spirit. Your heroic spirit gains the relevant trait detailed in the stat block, corresponding to the chosen spirit.
In addition, your heroic spirit may use your Amongst Heroes feature using its own reaction. When your heroic spirit does so, it consumes one of the uses of this feature for you as normal.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Heroic Sacrifice
At 17th level, your heroic spirit stands as the pinnacle of heroism, willing to sacrifice itself for the living. When you or an ally within 10 feet of your heroic spirit takes damage, your heroic spirit can use its reaction to prevent all the damage that ally would have taken. When it does so, your heroic spirit is immediately destroyed.
You cannot summon another heroic spirit by any means until you finish a long rest.
Heroic Spirit
Medium celestial
- Armor Class 14 + PB (natural armor)
- Hit Points 5 + five times your cleric level (the spirit has a number of Hit Dice [d8s] equal to your cleric level)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15(+2) 14(+2) 14(+2) 10(+0) 11(+0) 15(+2)
- Saving Throws Wis +0 plus PB, Cha +2 plus PB
- Damage Resistances poison, radiant
- Condition Immunities charmed, frightened, exhaustion
- Senses darkvision 60 ft., passive perception 11
- Languages Celestial, understands the languages you speak
- Challenge — Proficiency Bonus (PB) equals your bonus
Spritual Form. The heroic spirit is immune to disease and does not need to breathe.
Eternal Skill (Artisan Spirit only). The heroic spirit has proficiency in one skill and one tool of your choice. Its proficiency bonus is doubled for any ability check it makes that uses either of those proficiencies.
Actions
Multiattack (Martial Spirit only). The heroic spirit makes two melee attacks.
Spiritual Blade. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target. Hit: 1d8 + PB force damage.
Spiritual Blast (Holy Spirit only). Ranged Spell Attack: your spell attack modifier to hit, range 60ft., one target. Hit: 2d6 + PB radiant damage.
Followers of Galanar
Created by /u/CrossOut_
Artist Credit: peterskore — #Battle to come (Page 1)
Rick Troula — Sacrifice (Page 2)
YENIN — Darkness is coming) become this - to fight with it (Page 3)

Oath of Heroism
The symbol of Galanar is a snowy mountaintop which many of their paladin's emblazon on their shields and armor to remind them of the heights they seek to climb to and the ambitions they should hold for themselves and for those around them. Such paladins are known to lead their allies into desperate battle, only to emerge battered but victorious through the direst of circumstances. They embrace the featureless nature of Galanar, shrouding themselves and their allies in Galanar's armor to remind their foes that all who fight with them are just as heroic as they are. Paladin's who seek to prove themselves and protect heroes about them tend to share these tenets.
All Deeds can be Heroic. Not all heroes wear thick suits of armor or wield swords. Embrace an individual's strength as you would any other.
To the Mountaintop. Roads that are the hardest often lead to the most beautiful destinations. Do not be deterred.
Protect those Weaker. When you are strong in one aspect, protect those who are weak. They will repay your strength with their own.
Always Endure. Be brave in the face of danger for you will succeed after it all.
Oath of Heroism Spells
| Paladin Level | Spells |
|---|---|
| 3rd | compelled duel, heroism |
| 5th | enhance ability, spiritual weapon |
| 9th | crusader's mantle, spirit shroud |
| 13th | aura of purity, guardian of faith |
| 17th | holy weapon, summon celestial |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Heroes All. You can use your Channel Divinity to make you and your allies appear as armor clad heroes in the same likeness. As an action, you and each creature of your choice within 30 feet are clad in thick armor and wreathed in darkness. When a creature chooses one of the affected creatures as the target of an attack, spell, or other ability it’s using, it must choose the target at random from among the affected creatures it can see within range. If one of the affected creatures is ever further than 30 feet from you, this effect ends for that creature.
Heroic Feat. You can use your Channel Divinity to grant yourself unparalleled ingenuity or physicality for a moment. When you roll an ability check, but before you are told whether it succeeds or fails, you may increase the roll by an amount equal to twice your Charisma modifier.
Aura of Endurance
At 7th level, you emanate an aura that bolsters your allies to fight longer. While you are conscious, you and friendly creatures that start their turn within 5 feet of you gain temporary hit points equal to your proficiency bonus.
When you reach 18th level in this class, the range of the aura increases to 10 feet.
Blaze of Glory
At 15th level, when you are reduced to 0 hit points and are not killed outright, you may immediately take a single action as if it was your turn. This action may interrupt another creature's turn, but not a creature's action or bonus action, with them continuing their turn immediately after your action has resolved. If this action would restore hit points to a creature, it is not able to restore any hit points to you.
Once you use this ability, you can't use it again until you finish a long rest.
Galanar Reborn
At 20th level, you can reforge yourself in Galanar's dark armor as an embodiment of true heroism. As a bonus action, you gain the following benefits for 1 minute:
- You are enshrouded and encased in divine armaments. Attack rolls against you have disadvantage unless the creature is using truesight to sense you.
- You lead your allies in heroic deeds. Once per turn, you and friendly creatures within 30 feet of you may add your Charisma modifier to any damage roll or ability check they make. They must decide to add this bonus before the roll.
- You persevere through the harshest conditions. Your speed cannot be reduced by any means, nor can you be paralyzed or restrained. You lose any levels of exhaustion you may have had for the duration.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
