Oath of Love Paladin
After the War Between Order and Chaos, some knights in the Parcivale army became shellshocked at the atrocities they witnessed during the battles, and swore an oath to love and cherish life and beauty. Thus were born the Rose Knights, who still hold fort at the Rosy Chapter in the capital city of Parcivale.
These knights were ridiculed by the more prevalent order of Steam Knights, but among the upper class - especially the ladies of the old noble houses - the Rose Knights became popular escorts and chaperones. Their chivalrous manners and knowledge of art and fashion contradicted the machine-minded and intimidating Steam Knights. They often dress in shades of pink and carry a rose on their lapel.
Swearing the Oath of Love means that you can only hurt others in defense of yourself or those that cannot defend themselves. This goes for animals, monsters and evil-doers as well, meaning that paladins that swear this oath rarely leave the safety of the great cities - and usually follow a vegetarian diet. Those that do are protected by their enhanced power of healing and abjuration.
3rd level: Tenets of Love, Love Spells, Channel Divinity
7th level: Aura of Love
15th level: Divine Shield
20th level: Unsullied Cupid
Love Life Over Everything. I will never take a life unless another life would be taken if I did not.
Love Both Inner and Outer Beauty . I will cherish all things beautiful, virtuous, innocent and kind.
Love the Sanctity of Love. I will value the love shared between any people, no matter their origins.
Love Begets Love. I will spread appreciation, friendship and unity among all people, so that they understand the power of love.
3rd: cure wounds, sanctuary
5th: protection from poison, warding bond
9th: beacon of hope, mass healing word
13th: death ward, freedom of movement
17th: mass cure wounds, rary's telepathic bond
Whenever you cast a spell from this list, you can spend any number of points from your Lay on Hands pool to restore hit points to the target or targets as well.
Charismatic Glow. As an action, you use your Channel Divinity to bolster your appearance and expression with divine glow. For 10 minutes, you gain expertise on Charisma (Persuasion) skill, doubling your proficiency bonus for it. Furthermore, whenever you roll a skill check or a saving throw using Charisma for the duration of this feature, you can treat rolls of 9 or below as 10.
Turn the Heartless. As an action, you present your holy symbol and use your Channel Divinity to turn away those without a beating heart to appeal to. Each construct, elemental, ooze, plant and undead that can see or hear you within 30 feet of you must make a Charisma saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
You temporarily lose your armor, but your Armor Class is equal to 10 + your Dexterity modifier + your Charisma modifier.
You end all negative conditions affecting you at the start of each of your turns.
You gain a flying speed equal to double your walking speed, and do not provoke attacks of opportunity when flying.
All hit points you restore to yourself or other creatures are doubled.
Once you use this feature, you can't use it again until you finish a long rest.
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