Paladin

PrimaryPower HP21

Holy Roller

Core Feats

Oath

You are proficient with light, medium, and heavy armor, and with shields.

You swear an oath—a set of tenets, in your own words, that bind how you live and fight, such as “Shield those who cannot shield themselves” or “Never let a cruelty go unanswered.” You hold tenets equal to your Prowess, and swear another each time your Prowess increases. Your oath is a score equal to the number of tenets you currently uphold, starting at your Prowess; while it is above 0 you are oathbound.

When you break a tenet, your oath drops by 1 and the GM gains 1 Doom. To restore that tenet, atone for it as a Work on a Project, countdown 4; when the project resolves, the tenet is restored, your oath rises by 1, and you may reword it.

If your oath reaches 0 you become an oathbreaker: mark 1 exhaustion. While oathbroken you cannot clear that exhaustion, and you cannot atone for tenets one at a time. To recover, swear an entirely new oath and atone for all its tenets as a single Work on a Project, countdown 4 per tenet; when it resolves, your oath returns to your Prowess and the exhaustion clears.

Smite
When you hit a creature with a melee weapon attack, you can mark 1-fatigue to add 2d8 of one type—radiant, necrotic, lightning, or fire—to the attack’s damage, choosing the type each time, then mark 1 additional fatigue for each further d8. The number of d8s cannot exceed your oath, so while your oath is 0 you cannot Smite. Choose whether to Smite after the attack hits, before you roll damage. On a strong hit, if you spent at least 2 fatigue on your Smite, the target is also frightened of you until the end of its next turn.
Aura of Conviction
You and allies of your choice within 5 feet for each point of your oath roll saving throws against frightened, charmed, and doomed with advantage.

When you take this feat, gain a talent related to your oath or your conviction, and gain expertise in that talent.

Sworn Shield

You are proficient with martial weapons, and you know a number of techniques equal to your Prowess. Choose 2 weapons you’re proficient with; you gain mastery with them, and can change your selection as part of your daily preparations.

Bulwark
While you’re wearing heavy armor or wielding a shield, you can’t be moved against your will or knocked prone.
Retributive Guard
When a creature within your reach damages an ally adjacent to you, you can use your reaction to make a melee weapon attack against that creature.

When you take this feat, gain a talent related to martial discipline or guarding others, and gain expertise in that talent.