Oath of the Hero (5e Subclass)

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Oath of the Hero[edit]

Paladin Subclass

The Oath of the Hero calls to those who wish to become more. More than a mere mortal who will disappear after they pass from this world. More than a simple soldier who fights in petty wars. This oath calls to those who truly wish to become a hero.

Paladins who swear this oath usually do so out of need. They saw a need for someone who would fight for those who could not do so for themselves. They wanted to protect those they love, and even those whom they did not know, but deserved salvation. With all this, paladins of this oath want to be remembered. Though it may seem selfish when said out loud, there is nothing selfish about wanting to be special, and wanting to earn it.

Tenants of the Hero[edit]

Paladins who swear this oath are expected to uphold a certain image as part of their oath.

Inspiration. There will be many who idolize you, but you must teach them to be their own hero.

Martyrdom. You are at the front lines so others do not have to be. If someone has to die, let it be you.

Might. Become the mighty, to keep the mightier in check.

Selflessness. You are great, but you are a servant of the people at heart.

Oath of the Hero Spells
Paladin Level Spells
3rd compelled duel, heroism
5th enhance ability, shatter
9th beacon of hope, haste
13th banishment, freedom of movement
17th dawn, dispel evil and good
Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:

Symbol of Hope. You can use your Channel Divinity to inspire your allies and increase their battle prowess. As an action, you can grant a number of allies within 30ft of you equal to your Charisma modifier, 1d8 inspiration. They can add this inspiration to their next attack roll or saving throw within the next minute.

A creature can only have one of these inspiration die at a time.

Strength of Thousands. You can use your Channel Divinity to grant yourself unparalleled strength. When you make a check or saving throw that uses Strength, you can use your reaction to make the base d20 roll equal to your Strength score. You can choose to use this ability after you see the roll, but before the DM says if it succeeds or not.

If your Strength score is 20, this does not make the roll count as a critical.

Aura of Strength

At 7th level, you emit an aura power and might while you are not incapacitated. You and friendly creatures within 10ft of you have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

At 18th level, the range of this aura increases to 30ft. Additionally, the resistance applies to magical bludgeoning, piercing, and slashing.

Epic Rebuke

At 15th level, a great power grows within you the more you fight. Whenever you are damaged by a hostile creature, you gain a charge. You can have a number of charges equal to half your proficiency bonus, rounded down. The next time you hit a creature with a melee weapon attack, they take an extra 1d8 radiant damage per charge. All charges are lost immediately after you hit a creature.

Legendary Hero

At 20th level, you become the ultimate hero, one you will be remembered forever. As an action, you gain the following benefits for 1 minute:

  • You have resistance to all damage.
  • You become enlarged, as if under the effects of Enlarge/Reduce.
  • You are put under the effects of Heroism without requiring concentration.
  • The inspiration die from your Symbol of Hope ability becomes a d10.

Once you use this feature, you can’t use it again until you finish a long rest.

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