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Implementation of Oath of Heroism Paladin from Unearthed Arcana 62

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This is an adaptation of the Oath of Heroism Paladin subclass from Unearthed Arcana 62:

Compatibility Framework support implemented by the amazing Xarara, in Compatibility Framework Subclass Patches
Alternative compatibility support in Subclass Compatch

This subclass has progression to level 20. You don't need a mod to increase the level cap, you just won't get the level 13-20 features

Subclass Features:
Tenets of Heroism:
1st-level Oath of Heroism feature
The tenets of the Oath of Heroism reflect a paladin's commitment to fulfilling their calling as a hero worthy of legend.
Actions Over Words. Strive to be known by deeds, not words.
Challenges Are But Tests. Every hardship serves to challenge your abilities and harden your resolve.
Embrace Destiny. You didn't choose this path, but it's yours to walk. And it will carry you into legend.
Hone the Body. Like raw stone, your body must be worked so its potential can be realized.
- Implementation notes:
- You are tagged as Oath of Devotion, all Oathbreaking rules & dialogue for Devotion will apply

Channel Oath:
1st-level Oath of Heroism feature
Since Larian gave all the Paladin subclasses a Channel Oath ability at level 1, I've done the same for this one.
Heroic Presence: As a bonus action, give all non-hostile creatures within 3 meters (10 feet) Heroism for 3 turns
- Implementation notes:
- I've tried to create a thematic ability that's both strong but not overpowered, hopefully it's a success
- Progression:
- Level 1: Gain Heroic Presence

Channel Oath:
3rd-level Oath of Heroism feature
At 3rd level, you gain the following two Channel Oath options:
Legendary Strike: You can use your Channel Oath as a bonus action to guide your attacks: for 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Peerless Athlete: You can use your Channel Oath to augment your athleticism with divine favor. As a bonus action, you gain advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks for the next 10 minutes.
- Implementation notes:
- Rules as written
- Progression:
- Level 3: Gain Legendary Strike & Peerless Athlete

Oath Spells:
Level 3: Expeditious Retreat, Guiding Bolt
Level 5: Enhance Ability, Enthrall
Level 9: Haste, Protection from Energy
Level 13: Compulsion, Freedom of Movement
Level 17: Commune, Conjure Volley
- Implementation notes:
- Since Compulsion & Commune aren't in the game, I've replaced them (I hope) thematically
- I've implemented Conjure Volley; Choice of melee damage types
- Progression:
- Level 3: Learn Expeditious Retreat & Guiding Bolt
- Level 5: Learn Enhance Ability & Enthrall
- Level 9: Learn Haste & Protection from Energy
- Level 13: Learn Banishment & Freedom of Movement
- Level 17: Learn Conjure Volley & Planar Binding

Mighty Deed:
7th-level Oath of Heroism feature
At 7th level, your actions on the battlefield can supernaturally bolster your allies and demoralize your enemies. Whenever you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). All the chosen creatures are affected by one of the following effects of your choice.

- The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
- The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.

Once you use this feature you can't use it again until the start of your next turn.
- Implementation notes:
- Almost rules as written
- After scoring a critical hit or kill, you gain 2 bonus bin options: Bolster & Demoralize
- Choose the one you want, which will unlock the option to target creatures within 9 meters (30 feet) with the effect
- Target a number of creatures (individually) up to your Charisma modifier (minimum of 1)
- Progression:
- Level 7: Gain Mighty Deed & Mighty Deed Charges equal to your Charisma modifier (minimum of 1)

Glorious Defense:
15th-level Oath of Heroism feature
At 15th level, your blessed glory on the battlefield can misdirect an attack. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction.
- Implementation notes:
- I had to alter this one a bit to fit the constraints of BG3, but I've done my best to keep it as close to the spirit of the rules as I can
- The feature is split into Glorious Defense and Glorious Riposte
- Glorious Defense: At the start of combat or the start of your turn, gain an AC bonus equal to your Charisma modifier; This bonus is lost after you are hit (or missed) by an attack roll; Can be toggled off
- Glorious Riposte: Once per turn, when a melee or ranged attack misses you, you can retaliate with a corresponding melee or ranged weapon attack as a reaction
- Progression:
- Level 15: Gain Glorious Defense & Glorious Riposte

Living Myth:
20th-level Oath of Heroism feature
Starting at 20th level, you can now empower yourself with the legends - whether true or exaggerated - told of your great deeds. As a bonus action, you gain the following benefits for 10 minutes.

- You are blessed with otherworldly comeliness, gaining advantage on all Charisma checks.
- Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
- If you fail a saving throw, you can use your reaction to succeed instead.

Once you use this feature, you can't use it again until you finish a long rest.
- Implementation notes:
- Rules as written
- Progression:
- Level 20: Gain Living Myth