Hero
The destined path, one laid out for you by divine hands. For whatever reason, a god or a group of gods has included you in their machinations. You are not a reluctant hero, but one who fully embraces the idea that great deeds are yours to achieve. You train diligently, sculpting your body and refining your skills so you're ready when destiny calls.
When beginning the Oath of the True Hero you gain proficiency in heavy armor and gain radiant defense if you do not already have it.
Tenets of Heroism
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.
Oath Spells
2nd level - Expeditious retreat, guiding bolt
5th level - enhance ability, enthrall
9th level - Haste, protection from energy
13th level - Compulsion, freedom of movement
17th level - Commune, conjure volley
Mighty Deed
At the 6th 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.
Indomitable Defense
At the 7th level, you gain resistance to one damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.
At the 17th level, you gain a second resistance from your previous choices.
At the 18th level, As an action, you can temporarily give up these resistances and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
Glorious Defense
At the 16th 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.
Blaze of Glory (Optional Replacement for Glorious Defense)
You can delay death for an instant to perform a final heroic act. When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon’s type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright. Once you use this feature, you can’t use it again until you finish a long rest.
Living Myth
At the 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.