Paladin: Oath of Hope

by SimosDM

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Oath of Hope

Paladins who take the Oath of Hope, believe in the power one can find within Hope. No matter how bleak, or dark thing become, there will always the light of hope, to help a paladin, and their comrades, to keep on fighting, and emerge victorious.

Tenets of Hope

  • Never lose Hope. No matter the circumstances, no matter how bleak things become, you must never lose hope
  • Light the Flame of Hope. When others lose hope, you are there to re-light their hope's flame, so, they can get back up, and keep on fighting
  • Courage. Never falter against the forces of darkness.
  • Inspire Others. Inspire others and become the light of hope
  • Become The Shield of Light. Become the shield that protects those who cannot protect themselves.
  • Punish the Wicked. Punish those who would attempt to destroy the hope of others and spread despair.

Oath Spells

Paladin Level Spells
3rd Level Shield of Faith, Guiding Bolt
5th Level Aid, Enhance Ability
9th Level Beacon of Hope, Mass Healing Word
13th Level Guardian of Faith, Death Ward
17th Level Dawn, Wall of Light

Channel Divinity

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

  • Intervention. You can use your Channel Divinity to protect a creature close to you, that is attacked. When a creature within 15ft. of you gets attacked, you can use your reaction to add your Charisma Modifier to that creature's AC.
  • Blade of Light. You can use your Channel Divinity to create a radiant blade in an empty hand. As a bonus action, you can create a weapon of light in an empty hand of yours. You choose the form the weapon you create takes. You are proficient with the weapon you create, and you can use either your Strength, Dexterity or Charisma modifier for attack rolls and damage rolls you make with the blade. The weapon can only be a melee weapon that lacks the thrown property, and the weapon gains the properties of the form you choose to create it as. The weapon deals 2d6 radiant damage on a hit. The weapon also emanates bright light for 10ft. and dim light for another 5ft. The weapon stays in your hand for 1 minute or until you drop it willingly, until you fall unconsious or die.

Aura of Hope

Starting at 7th level, the magic within you, creates an aura that brings hope and helps your allies. You and any creature within 15ft. of you gain Hit Points equal to your Charisma Modifier at the start of each of your turns.

At 18th level, the range of this aura increases to 30 feet.

Hopeful Fighter

Beginning at 15th level, as a bonus action, you can expend a 3rd level spell slot or higher, to grant advantage on Wisdom an Charisma Saving Throws, on creatures of your choice, equal to you Charisma Modifier, within 30ft. of you, for 1d4+1 rounds.

You can only use this feature once per short rest.

Champion of Hope

At 20th level, you can harness your inner power from your inner feelings, and beliefs. As an action, you can activate the following effects:

  • You gain resistance against, Slashing, Piercing, Bludgeoning, Psychic and Necrotic damage.
  • You and creatures of your choice, equal to your Profieciency Bonus, within 30ft. of you gain an AC bonus equal to your Charisma Modifier.
  • You can create wings of light, that are up to 15ft. long each. Any creature that is behind your wings, gains resistance against all damage types, but your movement speed drops to 0, and while you have your wings up, you can't cast spells. You can dispell the wings with a free action, or by falling unconsious.

Credit to the art used for the subclass!

 

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