Oath of Heroism
Oath of Heroism
Since the Age of Magic gave way to the Age of Heroes there have been those who’ve been called to serve all people. In the Age of Heroes, they arose to rescue, and preserve mortals from the Gods whose attitude ranged from wanton disregard to malevolent hatred. Heroes served two purposes, to shield the mortals, and to inspire them. Some historians do not think the Gods hate the Chosen at all (or mortals for that matter), indeed, they believe the Gods have favored the Chosen with strength, courage and willpower to rise above the common person, to be the cream of the crop, to be the best that they can be. Since the Apotheosis of course, the role of the Gods has changed. In the Theocracy they rule their worshippers. In the Empire, they are hunted or enslaved. Elsewhere they are either forces of nature (Godzilla) or powerful creatures with their own purposes. The calling of the Heroes remains the same, to protect the innocent. But the scope of that protection has expanded to all that need it from whatever or whomever.
Tenets of the Heroes
Service and Protection: The Hero’s first job is the defense of the innocent and weak. Their weapons in this fight may steel, nerves, or diplomacy. The latter often provides a more durable shield once the Chosen has left the scene. A day that goes by without you providing service is a day for which you must atone.
Sacrifice: The hero is honed on the stone of sacrifice. It is by giving, and risking one’s life in the service of others that the Chosen earns his place among the heroes of old. The Chosen hold onto no wealth or lands, preferring to give them to those who have none. They may accept tokens, food and the tools of their trade, but hold no wealth.
Compassion: Despite their great powers the Chosen arise from the people and never forget their roots. That empathy extends to their would be enemies, the misguided, as well as their allies. Chosen are slow to judge and quick to forgive. More than one Chosen has made a trusted friend from her worst enemy.
Modesty: From those to whom much is given, much is asked. Their strength and power merely adds to their responsibilities, it doesn’t grant them any honor. They are quick to accept blame, and equally quick to reject praise.They prefer to act anonymously, or to let others take credit for their actions. They also are pledged to listen and learn from all those around them. The more certain they feel, the more cautious to trust their feelings they must be. For a Heroes is a only a few acts from villainy. It is a paradox of the hero that those true heroes often deny that the heroism of their actions.
3rd: Heroism, Healing Word
5th: Calm Emotions, Aid
9th: Remove Curse, Beacon Of Hope
13th: (Mordenkainen’s) Private Sanctum, Death Ward
17th: Dispel Evil, Planar Binding
Inspiration: You can inspire others through stirring words. To do so, you use an action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6.
The creature can either immediately roll the d6 and gain that many Temporary Hit Points or within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.
Your Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Turn Outsiders – You can use your Channel Divinity to utter a vow that is painful to fiends and elementals. As an action you present your holy symbol, and each elemental or fiend within 30ft of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Aura of Defense – At 7th level you gain a supernatural ability to intercede and defend your allies. Creatures that can attack either you or an ally within 10ft of you suffer Disadvantage if they attack your ally (they know this). You gain 1 point of resistance to all forms of damage from such attacks for each ally who could be targeted instead of you for each attack.
Ex. You are adjacent to 2 allies. An archer choses to shoot you instead of them. You subtract 2 hit point from the damage you take from that attack.
Uncanny Regeneration – at 15th level, when you are reduced to 0 hit points and not killed outright, add your proficiency bonus to any death saves, and you make all three death saves, you immediately use any Hit Dice you have left. Any allies within 10ft of you when this happens also received those hit points up to their normal maximum. Any Fiends or Elementals within 10ft of you take that much in Radiant damage.
Aspect of the Hero – At 20th level, as an action, you can become a Hero of truly epic proportions. For one minute, you gain 100 Temporary Hit Points. In addition your aura of power causes hostile creatures within 30ft to make a Wisdom Saving Throw or have disadvantage on attacks against you or allies of yours with the 30ft. Lastly, your allies within 30ft gain Advantage on all attacks while you have this aspect. During this time you can concentrate on 2 Spells from the following list (Protection from Evil, Aura of Vitality, Crusader’s Mantle, Aura of Life, Aura of Purity, Dispel Evil, Circle of Power)