Arch Paladin (5e Subclass)
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Many people strive to do good and a few of them become paladins. Yet fewer still advance far enough in their deity's favor to become an arch-paladin. These are the chosen few of a deity who wield tremendous divine powers wherever they go. Arch paladins are knights among knights, paragons among paragons, and the worst nightmare of evil creatures.
Paladins who sworn the oath of the arch paladin focus on honing their core abilities, reaching a new level of mastery over them. Instead of diverting their attention into learning new abilities, they train their old ones even further, becoming paragons of justice and power.
- Tenets of the Arch Paladin
Vanquish Evil. An arch paladin main goal is act as the sword of the gods against the servants of evil and darkness. Arch paladins fight an eternal crusade, hunting the forces of evil in all places.
Bring Justice. You must fight for justice in all situations. This can sometimes mean abiding by just laws and acting as an agent of law - or fighting unjust and corrupt laws.
Restore Order. Stability and order prevent the spreading of darkness, so you must strive to restore order in places afflicted for chaos.
- Oath Spells
You gain oath spells at the paladin levels listed.
|3rd||protection from evil and good, shield of faith|
|5th||find steed, warding bond|
|9th||crusaders mantle, aura of vitality|
|13th||aura of life, aura of purity|
|17th||hallow, holy weapon|
- Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Divine Restoration. You can use your Channel Divinity to replenish your healing potential. As an Action, you regain a number of points from your Lay on Hands pool equal to half your paladin level (rounded down) x 5. You can't regain more than your maximum.
- Destroy Evil. You can use your Channel Divinity to banish evil entities. When you cause damage with your Divine Smite or Improved Divine Smite, you can use your bonus action to cause additional radiant damage equal to 2d8 + your paladin level, or 4d8 + your paladin level if your target is a fiend or an undead.
- Improved Aura
At 7th level, your paladin auras granted by spells or features (protection and courage auras) have their ranges increased to 30 feet.
All auras increase their range to 60 feet at 18th level.
- Cleansing Aura
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. When a friendly creature inside your aura is forced to make a saving throw, you can use your reaction to make a Charisma saving throw against the effect. If you succeed, the target's save automatically succeeds.
- Avatar of Justice
At 20th level as an action, you can channel the true power of the gods of justice. For 1 minute, you gain the following benefits:
- Whenever a hostile creature starts its turn inside your paladin aura, it takes 2d8 radiant damage. A fiend or undead takes 5d8 radiant damage.
- At the start of your turn, without using an action, you can spend points from your Lay on Hands pool and restore hit points from any friendly creature inside your paladin aura.
- You can use any paladin spell or feature that requires an action as a bonus action.
- You can cast spells with the range of touch on any creature inside the aura.
After using this feature, you can't do so again until you finish a long rest.