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🦸♀️5e - Herald🦸♀️
Heralds follow their ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards.
Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.
Level 3: Knowledge of the Herald (Flavor)
You gain 💃Occultism, and 💃Religion 🎲Proficiency, or one level of 🎲Expertise, if you are already proficient.
Level 3: Channel Oath
You can channel divine energy to fuel magical effects. Other Paladin features might give additional Channel Oath effect options. Each time you use Channel Oath, you choose which effect from this class to create.
If a Channel Oath effect requires a 🎲Save, the 🎲DC equals the ☄️Spell Save DC from this class’s Spellcasting feature.
Sacred Weapon: When you take the ⚔️Attack action, you can expend one use of your Channel Oath to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your CHA to 🎲Attack Rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Necrotic or Radiant damage (your Choice).
The weapon also emits 💡Bright Light in a 20-foot radius and 💡Dim Light 20 feet beyond that.
You can end this effect early (no Action required). This effect also ends if you aren’t carrying the weapon.
Number of Uses: You can use this feature a number of times as stated in the Paladin Class Table. You regain 1 expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Level 3: Spells of the Herald
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the table below, you thereafter always have the listed spells prepared.
3rd level Paladin: ☄️Protection from Evil and Good, ☄️Shield of Faith
5th level Paladin: ☄️Aid, ☄️Zone of Truth
9th level Paladin: ☄️Beacon of Hope, ☄️Dispel Magic
13th level Paladin: ☄️Freedom of Movement, ☄️Guardian of Faith
17th level Paladin: ☄️Commune, ☄️Flame Strike
Level 7: Aura of Devotion
You and your allies have Immunity to the ☠️Charmed condition while in your Sacred Aura. If a ☠️Charmed ally enters the aura, that condition has no effect on that ally while there.
Level 11: Sundering Strike
Once per turn, when you deal Necrotic or Radiant damage to a creature, that creature is ☠️Heavily Wounded until the beginning of your next turn.
Level 15: Smite of Protection
Your magical smite now radiates protective energy. Whenever you use Paladin’s Smite, you and your allies have 🏔️Half Cover while in your Sacred Aura. The aura has this benefit until the start of your next turn.
Level 19: Holy Nimbus
As a Bonus Action, you can imbue your Sacred Aura with holy power, granting the benefits below for 10 minutes or until you end them (no Action required).
Holy Ward: You have ADV on any 🎲Save you are forced to make by a Celestial, Fiend, or Undead.
Radiant Damage: Whenever an enemy starts its turn in the aura, that creature takes Necrotic or Radiant damage (your Choice) equal to your CHA + your PB.
Sunlight: The aura is filled with 💡Bright Light that is sunlight.
Number of Uses: Once you’ve used this benefit, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no Action required).
Source
Source/Inspiration
Player’s Handbook 2024