Oath of Courage in Hyrule | World Anvil
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Oath of Courage

Paladins who take this oath strive to never shy from a call for help or a call to arms. They follow in the footsteps of the Hero of Time, living by his example to protect Hyrule and all of its inhabitants. While some think of these paladins as fearless, the truth is that they all might be scared at one time or another, but they put their faith in their goddess, their blade, and their skills as they throw themselves between danger and those that cannot protect themselves.

Tenets of Courage

Accept Your Fear. You know full well that fear is a part of everyday life on the battlefront, and trying to brush it off or fight against it will ultimately fail. Instead, you accept your fear and charge forward despite it.

Protect the Unprotected. Not everyone has the means to protect themselves, whether that be physically or verbally. You never ignore a chance to stand up to bullies, easing the pressure off their victims and helping them back up once the danger has passed.

Serve with Honor. You are called to help the people of Hyrule not just with your blade, but with your service as well. Some take time to lend their strength to villagers hauling grain up a hill, some keep an eye on children playing in the street. No matter the task, you strive to never withhold help when it is in your power to act.

Channel Divinity

You call upon Hylia to aid you in your endeavor, granting you the means to rise above your challenge in various ways.

Hylia's Courage. As an action, you ask Hylia for courage and are granted immunity to fear for a full minute.

Hylia's Aid. If one of your allies is unconscious, stunned, or grappled, is within 10 feet of you, and is about to be attacked, you may, as a reaction, put yourself between them and an attacker, taking the full force of the blow instead. If the attacker is standing right next to the ally (within melee range), you push the attacker back five feet and step into the spot they previously occupied. If your ally is grappled, you may roll a strength contest (check) to break the grapple for them.

Spells

  • 3rd Level — Heroism, Protection from Evil and Good
  • 5th Level — Find Steed, Spiritual Weapon
  • 9th Level — Beacon of Hope, Spirit Guardians
  • 13th Level — Find Greater Steed, Guardian of Faith
  • 17th Level — Dispel Evil and Good, Holy Weapon

Features

Inspiring Aura. Starting at 7th level, You get +2 to WIS saving throws against becoming frightened, while any ally within 10 feet of you gains advantage. At 18th level, you get +3 to WIS saving throws, and any ally within 30 feet of you gains advantage.

Rally Cry. Starting at 15th level, you may use your reaction to shout a supportive cry to up to three allies within your line of sight, automatically negating the fear effect. You may do this twice per short rest.

Demi God's Courage. At 20th level... You gain the following benefits for 1 minute.
  • You and everyone within 60 feet of you are immune to fear
  • You may use a reaction to dash forward in a flash of holy light and completely block an attack aimed at an ally within 30 feet of you, no matter your AC or the enemy's attack roll
  • As an action, you raise your weapon as it begins to glow with holy, radiant light, then unleash a spin attack (or a projectile's equivalent- a volley of arrows) that deals radiant damage (equal to your original weapon's damage) within a certain radius around you. (Melee weapon radius - 15 ft. Projectile weapon radius - 30 ft.) Targets must make a WIS save equal to your spellcasting DC. On a failed save, targets take an additional [fuckton] of radiant damage and are knocked prone. Targets who make the save take half the radiant damage and are not knocked prone.

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