The Order of Endurance
The Order of Endurance follows the sole god whose realm is part of the category of Endurance.
The category of Endurance is dedicated to the longevity of Rothlia, her people, and their bonds; both between one another and toward the land they live on. The Order of Endurance is comprised mainly of druids and rangers.
Deities of Endurance
There is only one god in the category of Endurance: Kalidar, god of dedication and endurance, is responsible for renewal, protection, endurance, devotion, tradition, faithfulness, loyalty, duty, marriage, sanctity, piety, fidelity, providence, past, resolve, dedication, and autumn. His followers are often married couples, those sworn to some duty, and those seeking to protect. His clerics and paladins uphold the traditions of Rothlia.Granted Divine Powers
Most categories are comprised of multiple deities, each of which has their own discrete roles and responsibilities. Clerics and paladins are granted powers which relate first to the category under which their god falls, and second to the specific portion of that category which their god is responsible for. However, the category of Endurance is the purview of only one deity, so this rule does not apply.
Cleric: Domain of Endurance
At each indicated cleric level, you add the listed domain spells to your spells prepared. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.Shield of the Faithful
Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.Channel Divinity: Radiant Defense
Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.Blessed Healer
Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell's level.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.Indomitable Defense
At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.Paladin: Oath of Endurance
A paladin who follows the Oath of Endurance puts great stock into the sanctity of tradition and duty. They protect and maintain the places they consider hallowed, never wavering in their loyalty.Tenets of Endurance
Paladins who follow the Oath of Endurance follow three core tenets: Oak. Let your convictions be as long-lived and stable as the Oak. Maple. Let your duty wear on you as little as time against the Maple. Dogwood. Let your loyalty be as unyeilding as the Dogwood.Oath Spells
You gain access to the following oath spells at each level specified in the spell table. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.Channel Divinity: Champion Challenge
As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you.Channel Divinity: Turn the Tide
As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains 1d6 + your Charisma modifier hit points, plus additional hit points equal to half your paladin level (rounded down). This feature only effects creatures with less than half their maximum hitpoints.Aura of Fidelity
Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage in their stead. This feature doesn't transfer any other effects that might accompany the damage, and this damage amount can’t be reduced in any way. At 18th level, the range of this aura increases to 30 feet.Unyielding Spirit
Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.Exalted Champion
At 20th level, your presence on the field of battle has become an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour: -You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. -Your allies have advantage on death saving throws while within 30 feet of you. -You have advantage on Wisdom saving throws, as do your allies within 30 feet of you. This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
Parent Organization
Divines
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