Hit (Wo)Man
2019-04-19, 02:52 AM
Oath of the Aura
Tenants of the Aura
You have these tenets burned into you back when taking this tennet, you showing your back off proudly.
[I]Be the Wall. You are the wall of your enemies, being the shield to your allies sword. No matter what may try and hinder or hurt your allies, you stand in there way.
Help the Allies. Your the wall, but your also the support. You heal, you tank, but your main function besides those is to boost your allies, and make them able to crush the foes in your path. You do not charge in looking to seek power and winning, you help the others do so.
Humbleness. To be humble is to be enlightened. You do not let your hubris control you, and give up the glory. You are to be humble and allow others to take the glory, you staying in the sidelines and simply watching for anything bad to happen.
Oath Spells
You gain Oath spells based on levels stated below.
Paladin Spells
3rd Level - Sanctuary, Compelled Duel
5th Level - Warding Wind, Mirror Image
9th Level - Aura of Vitality, Crusader’s Mantle
13th Level - Aura of Life, Aura of Purity
17th Level - Circle of Power, Wall of Force
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Aura of Targeting. As a bonus action, for 1 Minute, you gain a 10 feet aura that gives disadvanatge on attacks on allies not including you. At 18th level the aura is now 30 feet.
Aura of Constitution. As a bonus action, for 1 minute, you gain a healing aura that fixes wounds over time slowly. At the start of you or your allies turn, that creature gains a number of hit points equal to your half your Charisma Modifier rounded down, the aura is 10 feet in size. At 18th it’s 30 feet and heals your Charisma modifier.
Shielding Body
At level 3, you are able to shrug off blows that normal people struggle to and your body is a indestructible wall of protection.You feel no need to move out of the way for attacks, letting your divine like aura from our god and your body tank the blow or even make it move away from you.
You gain Unarmoured Defense when wearing no Armour, but you are still able to use a shield. You use your Constitution modifier and Charisma modifier to determine AC. AC= 10+Con+Cha
Aura of Bountiful Abilities
At 7th level, you give off a aura that allows people to do things they normally couldn’t do.
At the start of a long rest, you can choose one ability score. With a 10 foot aura around you, you give your Charisma Modifier to skill checks associated with ability score that you chose to you and friendly creatures (With a minimum of a +1 bonus). You are unable to choose Constitution for this ability. You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Aura of the Sword
At 15th level, you radiate a 10 foot aura that gives all allies in your aura, not including you, half your Charisma Modifier to damage rounded up, and for each ally in your aura, you gain a +1 to AC.
At 18th level, the range of this aura increases to 30 feet.
Godly Aura
At 20th level, you simply are the walking defense and support. No one is able to stand up to you or your allies.
Your ‘Divine Health’ now turns into a aura of a radius of 30 feet, and you and your allies are immune to Poison damage and Poisoned Condition.
You are the aspect of Protection and Powering up allies. For one hour, enemies see only you, and nothing more, and allies are powered up in this aura that you radiate. As an action, for 1 hour, you radiate a 30 foot aura and you gain the benefits of this aura:
* All enemies in the aura must target you and only you in this aura, and are unable to target any other creatures in this aura for attacks, and any attacks outside the aura that target allies in the aura get Disadvantage to hit them, not including you.
* You gain 30 Temporary HP while in this form.
* All friendly creatures in the radius gain advantage on hitting creatures that are enemies to you, and have advantage on Charisma Saving Throws while in the aura.
You regain use of this at the end of a long rest, and this ability is once a long rest.
Tenants of the Aura
You have these tenets burned into you back when taking this tennet, you showing your back off proudly.
[I]Be the Wall. You are the wall of your enemies, being the shield to your allies sword. No matter what may try and hinder or hurt your allies, you stand in there way.
Help the Allies. Your the wall, but your also the support. You heal, you tank, but your main function besides those is to boost your allies, and make them able to crush the foes in your path. You do not charge in looking to seek power and winning, you help the others do so.
Humbleness. To be humble is to be enlightened. You do not let your hubris control you, and give up the glory. You are to be humble and allow others to take the glory, you staying in the sidelines and simply watching for anything bad to happen.
Oath Spells
You gain Oath spells based on levels stated below.
Paladin Spells
3rd Level - Sanctuary, Compelled Duel
5th Level - Warding Wind, Mirror Image
9th Level - Aura of Vitality, Crusader’s Mantle
13th Level - Aura of Life, Aura of Purity
17th Level - Circle of Power, Wall of Force
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Aura of Targeting. As a bonus action, for 1 Minute, you gain a 10 feet aura that gives disadvanatge on attacks on allies not including you. At 18th level the aura is now 30 feet.
Aura of Constitution. As a bonus action, for 1 minute, you gain a healing aura that fixes wounds over time slowly. At the start of you or your allies turn, that creature gains a number of hit points equal to your half your Charisma Modifier rounded down, the aura is 10 feet in size. At 18th it’s 30 feet and heals your Charisma modifier.
Shielding Body
At level 3, you are able to shrug off blows that normal people struggle to and your body is a indestructible wall of protection.You feel no need to move out of the way for attacks, letting your divine like aura from our god and your body tank the blow or even make it move away from you.
You gain Unarmoured Defense when wearing no Armour, but you are still able to use a shield. You use your Constitution modifier and Charisma modifier to determine AC. AC= 10+Con+Cha
Aura of Bountiful Abilities
At 7th level, you give off a aura that allows people to do things they normally couldn’t do.
At the start of a long rest, you can choose one ability score. With a 10 foot aura around you, you give your Charisma Modifier to skill checks associated with ability score that you chose to you and friendly creatures (With a minimum of a +1 bonus). You are unable to choose Constitution for this ability. You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Aura of the Sword
At 15th level, you radiate a 10 foot aura that gives all allies in your aura, not including you, half your Charisma Modifier to damage rounded up, and for each ally in your aura, you gain a +1 to AC.
At 18th level, the range of this aura increases to 30 feet.
Godly Aura
At 20th level, you simply are the walking defense and support. No one is able to stand up to you or your allies.
Your ‘Divine Health’ now turns into a aura of a radius of 30 feet, and you and your allies are immune to Poison damage and Poisoned Condition.
You are the aspect of Protection and Powering up allies. For one hour, enemies see only you, and nothing more, and allies are powered up in this aura that you radiate. As an action, for 1 hour, you radiate a 30 foot aura and you gain the benefits of this aura:
* All enemies in the aura must target you and only you in this aura, and are unable to target any other creatures in this aura for attacks, and any attacks outside the aura that target allies in the aura get Disadvantage to hit them, not including you.
* You gain 30 Temporary HP while in this form.
* All friendly creatures in the radius gain advantage on hitting creatures that are enemies to you, and have advantage on Charisma Saving Throws while in the aura.
You regain use of this at the end of a long rest, and this ability is once a long rest.