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Oath of Heroism

The Oath of Heroism is an affirmation of a destined path, one laid out for you by divine hands. For whatever reason, a god or a group of gods has included you in their machinations. You are not a reluctant hero, but one who fully embraces the idea that great deeds are yours to achieve. You train diligently, sculpting your body and refining your skills so you're ready when destiny calls.      

Tenets of Heroism

The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.
  • Actions over Words: Strive to be known by the quality of your deeds, not the gilding of your words.
  • Challenges are but Tests: Face hardships with courage and encourage your allies to face them with you.
  • Embrace Destiny: You didn't choose this path, but it's yours to walk. And it will carry you into legend.
  • Discipline the Soul: You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.
     

Oath Spells

You gain oath spells at the paladin levels listed.
Level Spells
3rd Guiding Bolt, Heroism
5th Enhance Ability, Spiritual Weapon
9th Beacon of Hope, Haste
13th Divination, Freedom of Movement
17th Flame Strike, Legend Lore
 

Channel Divinity

You gain the following two Channel Divinity options.
  • Legendary Strike: You can use your Channel Divinity as a bonus action to guide your attacks: for 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

  • Peerless Athlete: As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
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    Mighty Deed

    Your actions on the battlefield can supernaturally bolster your allies and demoralize your enemies. Whenever you score a critical hit or reduce a creature to 0 hit points, you can choose up to a number of creatures equal to your Charisma modifier (minimum of 1) that you can see within 30 feet of you. Once you use this feature you can't use it again until the start of your next turn. Each creature is affected by one of the following effects of your choice.
  • The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
  • The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.
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    Glorious Defense

    You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.    

    Living Legend

    You can empower yourself with the legends—whether true or exaggerated—of your great deeds. 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. As a bonus action, you gain the following benefits for 1 minute:
  • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
  • If you fail a saving throw, you can use your reaction to succeed instead.

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    Created by

    Lord Mcberry.

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