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🛡️🌟🗡️ Introducing the Oath of Heroism, a sacred vow echoing through time, a promise to be the unwavering flame in the heart of encroaching darkness. It's more than just a commitment; it's a lifestyle. To take this oath is to pledge oneself to stand resolutely against the tide of despair, to shine as a beacon of hope when hope seems lost, and to lend one's voice to those silenced by fear. Paladins who embrace this path do not simply become warriors; they evolve into champions of the people. Their strength is not just gauged by the might of their blade but by their ability to inspire courage in the hearts of others, to regale audiences with tales of valor, and to seamlessly blend in with the common folk, ensuring that they are ever attuned to the pulse of the realm, understanding its needs, dreams, and nightmares. In a world that teeters on the brink, the Oath of Heroism Paladin stands firm, a testament to what it truly means to be a hero. 🛡️🌟🗡️

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As an Oath of Heroism Paladin, you are the embodiment of tales that inspire and uplift. In a world clouded with fear  and doubt, you stand as a testament to the heroics of old and the promise of legendary deeds yet to come.


Oath Spells

3rd

charm person, comprehend languages

5th

calm emotions, pass without trace

9th

beacon of hope, hypnotic pattern

13th

freedom of movement, guardian of faith

17th

mislead, seeming


Tenets of Heroism

While the phrasing and nuances of the Oath of Heroism might differ, paladins who swear this oath universally uphold these tenets.

Defy Despair. Never let hope fade. Stand tall against the forces of despair and inspire those around you to do the same.

Voice of the Voiceless. Listen to the tales of the downtrodden, and be their voice when they cannot speak for themselves.

Undercover Hero. To truly protect, one must understand. Blend in, gather knowledge, and use it to safeguard the innocent.

Champion of the Many. Always be the shield for the many, not the sword for the few. Champion the causes that benefit the many over the select few.


Channel Divinity

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

  • Inspire Hope. As an action, you present your holy symbol, invoking the essence of heroism that dwells within you. Choose up to six creatures within 30 feet of you. For the next minute, those creatures gain advantage on attack rolls and saving throws against effects that would cause fear or despair.
  • Hero's Guise. As an action, you can invoke your holy symbol to take on the appearance of another person, as per the disguise self spell. This disguise lasts for 1 hour and, while transformed, you have advantage on all Charisma (Deception) and Charisma (Performance) checks. The illusion ends early if you choose to end it (no action required) or if you use your Channel Divinity again.


Heroic Illusions

At 3rd level, you've learned to weave the power of your divine magic into subtle tricks that can inspire and mystify those around you. You can cast prestidigitation and minor illusion at will. For you, they count as paladin spells, and Charisma is your spellcasting ability for them.


Hero's Proficiency

At 3rd level, you choose to gain proficiency in either the disguise kit or an instrument of your choice.


Aura of the Common Folk

Starting at 7th level, when you or friendly creatures within 10 feet of you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Heroic Spirit

At 15th level, your heroic spirit becomes indomitable. You are immune to the charmed and paralyzed conditions. Additionally, when an ally within 10 feet of you fails a saving throw, you can use your reaction to allow them to reroll the saving throw. You can use this feature a number of times equal to your Charisma modifier (minimum 1) and you regain all expended uses after you finish a long rest.


Champion of the People

At 20th level, as an action, you can assume the form of a legendary hero, chosen from the tales of old. For 1 minute, you gain the following benefits:

  • Your size increases by one category.
  • Your reach increases by 5 feet.
  • You emit an aura in a 30-foot radius. Enemies in this area have disadvantage on saving throws against being frightened, while allies have advantage on saving throws against spells and other magical effects.
  • Once on each of your turns, when you make a weapon attack, you can make another attack as a bonus action.

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

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