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Modern Magic Paladin, based loosely on Michael from the Dresden Files
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<blockquote data-quote="doctorbadwolf" data-source="post: 6782975" data-attributes="member: 6704184"><p>Ok, only a small bit based on Michael. </p><p></p><p>So, Oath of Faith Unwavering </p><p></p><p>Tenets: </p><p></p><p><strong>Humility In Action:</strong> All members of your order take on mundane tasks, making a living for themselves by working with their hands or helping others. Many are carpenters, smiths, butchers or bakers, or any number of other craftsfolk. Other run small businesses, are teachers, run shelters of various kinds, or simply see to the needs of a local church, as a caretaker. <strong>Redemption Above All: </strong>Your order teaches, and you genuinely believe, that redemption is available to everyone, no matter how far they have fallen, or how long they have been corrupted. </p><p></p><p><strong>Stand Against Supernatural Evil: </strong>Yours is not to judge mortals. Judgement is for the Gods. You are a shield against the supernatural forces of Evil. Your companions may not be as righteous as you, but that doesn't matter, so long as they are loyal, and seek to do good. </p><p></p><p><strong>Humility In Manner: </strong>Be righteous, but never self-righteous. Be proud of yourself and your fellows, but never arrogant or braggadocios of yourself. Accept praise when earned, but never seek it out. It is the most delicate balance of your oath in many ways, and in many ways the most important. </p><p></p><p>Channel Divinity: </p><p></p><p><strong>Guided By Faith</strong>. Your god or gods guide your steps, your words, arranging events to put you where they need you to be, in the company you need, with the tools you need. Use your Channel Divinity to gain this guidance in a more obvious form than usual. You happened to arm yourself before setting out today, and you and up to 5 companions find yourself arriving precisely where you are needed, anywhere in the same greater metropolitan or rural area, without having to even know where you are going, regardless of whether you have a vehicle. Perhaps a stranger offers you a ride, a bus comes just at the right time, or some even less likely coincidence occurs</p><p> You are armed and equipped as if you had reasonable warning about what you would need, you pay no fees or tolls en route, and circumstance conspire to ensure that you are not barred entry, within reason. No instant access to enemy strongholds, although a companion may find themselves invited to just the stronghold you need access to, on the very evening upon which you require access. This benefit's duration is malleable, but can only encompass one "goal", such as getting your party to the site of a crime just in time to stop it, and cannot usually last beyond a single day. It may even include a friendly neighbor and fellow faithful arriving at your door, with the vague feeling that you might need a babysitter. Whatever it takes to eliminate the inconveniences of modern life from interfering with your purpose. </p><p></p><p><strong>Guarded By Faith. </strong>You recite a short prayer or perform a quick religious ritual appropriate to your chosen faith. </p><p>You gain advantage on saving throws against against magical attacks, charm effects, fear effects and mind controlling effects for 1 hour. </p><p></p><p><strong>Sacred Relic</strong> lvl 7, you gain a weapon of divine power. It cannot be lost or taken from you, it cannot be used by another unless you permit it,and it cannot be damaged by any means. Additionally, when you use Divine Smite, damage is increase by 1d8 if the target is a fiend, undead, fey or an outsider acting as an agent of a god directly opposed to yours, such as an angel of an evil diety, and that creature must succeed on a Wisdom saving throw or be turned, as per the Channel Divinity ability. </p><p></p><p></p><p>That's all I've got right now for features. The weapon is scary for some types of creatures, but not super powerful. Maybe it gets more juice later? I gave it broader use because it only targets once creature at a time. </p><p>Additional spells: </p><p></p><p>lvl 3</p><p>Infallible Relay, Sanctuary</p><p>lvl 5</p><p>Warding Bond, Find Vehicle*</p><p>lvl 9</p><p>Protection From Ballistics, Beacon of Hope</p><p>lvl 13</p><p>Locate Creature, Guardian of Faith</p><p>lvl 17</p><p>Greater Restoration, Commune With City</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 6782975, member: 6704184"] Ok, only a small bit based on Michael. So, Oath of Faith Unwavering Tenets: [B]Humility In Action:[/B] All members of your order take on mundane tasks, making a living for themselves by working with their hands or helping others. Many are carpenters, smiths, butchers or bakers, or any number of other craftsfolk. Other run small businesses, are teachers, run shelters of various kinds, or simply see to the needs of a local church, as a caretaker. [B]Redemption Above All: [/B]Your order teaches, and you genuinely believe, that redemption is available to everyone, no matter how far they have fallen, or how long they have been corrupted. [B]Stand Against Supernatural Evil: [/B]Yours is not to judge mortals. Judgement is for the Gods. You are a shield against the supernatural forces of Evil. Your companions may not be as righteous as you, but that doesn't matter, so long as they are loyal, and seek to do good. [B]Humility In Manner: [/B]Be righteous, but never self-righteous. Be proud of yourself and your fellows, but never arrogant or braggadocios of yourself. Accept praise when earned, but never seek it out. It is the most delicate balance of your oath in many ways, and in many ways the most important. Channel Divinity: [B]Guided By Faith[/B]. Your god or gods guide your steps, your words, arranging events to put you where they need you to be, in the company you need, with the tools you need. Use your Channel Divinity to gain this guidance in a more obvious form than usual. You happened to arm yourself before setting out today, and you and up to 5 companions find yourself arriving precisely where you are needed, anywhere in the same greater metropolitan or rural area, without having to even know where you are going, regardless of whether you have a vehicle. Perhaps a stranger offers you a ride, a bus comes just at the right time, or some even less likely coincidence occurs You are armed and equipped as if you had reasonable warning about what you would need, you pay no fees or tolls en route, and circumstance conspire to ensure that you are not barred entry, within reason. No instant access to enemy strongholds, although a companion may find themselves invited to just the stronghold you need access to, on the very evening upon which you require access. This benefit's duration is malleable, but can only encompass one "goal", such as getting your party to the site of a crime just in time to stop it, and cannot usually last beyond a single day. It may even include a friendly neighbor and fellow faithful arriving at your door, with the vague feeling that you might need a babysitter. Whatever it takes to eliminate the inconveniences of modern life from interfering with your purpose. [B]Guarded By Faith. [/B]You recite a short prayer or perform a quick religious ritual appropriate to your chosen faith. You gain advantage on saving throws against against magical attacks, charm effects, fear effects and mind controlling effects for 1 hour. [B]Sacred Relic[/B] lvl 7, you gain a weapon of divine power. It cannot be lost or taken from you, it cannot be used by another unless you permit it,and it cannot be damaged by any means. Additionally, when you use Divine Smite, damage is increase by 1d8 if the target is a fiend, undead, fey or an outsider acting as an agent of a god directly opposed to yours, such as an angel of an evil diety, and that creature must succeed on a Wisdom saving throw or be turned, as per the Channel Divinity ability. That's all I've got right now for features. The weapon is scary for some types of creatures, but not super powerful. Maybe it gets more juice later? I gave it broader use because it only targets once creature at a time. Additional spells: lvl 3 Infallible Relay, Sanctuary lvl 5 Warding Bond, Find Vehicle* lvl 9 Protection From Ballistics, Beacon of Hope lvl 13 Locate Creature, Guardian of Faith lvl 17 Greater Restoration, Commune With City [/QUOTE]
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