(Izuku)
Looking over the options before him, Izuku couldn't help but feel just a tad overwhelmed by the options. The easiest place to start would be the thing he didn't have to make a choice about, Divine Smite. On a successful attack, he could expend a spell slot to deal extra damage. Cool. He'd learned what spell slots were in his original meeting with Kaltish, so he knew they were just measures of how many spells he could cast a day at each spell level.
Next was something simple. Fighting Style. After looking through the options, he deemed Protection to be the best, as in the weird turn based combat it allowed him to imposed disadvantage on attacks against creatures other than himself, and in the real world it would make him better at using his shield to protect others.
Finally, spells. He had to pick some. He could prepare a number of spells each day equal to half his level plus his charisma modifier (which was +3 with a 17 in charisma). So 4 spells, and there were plenty to pick from.
With a few helpful recommendations from Kaltish, he ended up selecting them in under an hour (He was indecisive, okay?).
He ended up going with Cure Wounds to help with injured Civilians, Shield of Faith to protect his allies, Thunderous Smite to enhance his melee abilities, and Compelled Duel to draw attention to himself and away from others.
Nodding in satisfaction, Izuku turns to Kaltish, "Well, do we go test these out?"
With a smirk and nod, Kaltish leads the way to The Gate. And off into adventure they go.
(Timeskip, UA entrance exam)
Standing at the gates of UA, Izuku can't help but feel a mixture of excitement and nerves. In the few months between now and his first level up, he'd gained more confidence with his abilities and had challenged a Bugbear, with Kaltish's help.
Winning that battle, he had gained another level and finally sworn his Oath as a Paladin. Deep in his mind, he could still hear the Oath echoing within him, giving him power through the effort of upholding it. The Oath of the Ancients.
Through word and action, I shall Kindle the Light. With blood and sweat, I shall Shelter the Light. Through the world's beauty and wonder, I shall Preserve My Own Light. For those around me, I shall Be the Light. This Oath I do swear, with the gods as my witness, to uphold and fight for, on my honor as a Paladin. Amen.
As a now level three Paladin, he was now immune to all disease and had gained the first boons of his Oath. He could channel the Divine power of his Oath to ward of the Fey and Fiends (Not sure how useful that would be in the normal world), or he could use it to call upon Nature's Wrath to bind his enemies in place. Though he could only do so once before needing rest to call upon the power again. His final boon had been Oath Spells, spells not normally available for Paladins to learn that were now permanently in his repertoire.
For the Oath of the Ancients the first two of those spells were Ensnaring Strike (Similar to Nature's Wrath but it had difficulty with larger foes and had a time limit, but with the benefit of using spell slots so he could do it more often) and Speak With Animals (A bit unusual bit it could be very useful for info gathering).
Snapping back to reality, he turns to Kaltish who is smiling at him. He can do this! Heading into UA, the first thing to conquer is the written test, which he easily breezes through. Had he still been his old self, he might have second guessed himself at every turn and gone back to change answers that were probably correct, not anymore though. Kaltish had been helping build his confidence, so now he could recognize when his self doubt was talking and ignore it. He barely even stutters anymore!
Moving to the auditorium after the written exam, Izuku takes his seat next to Kaltish (Bakugou is unfortunately still in their section, but on Kaltish's other side) and waits eagerly for the practical to be explained.
He doesn't have to wait long as Present Mic struts on stage, "Hello and good afternoon listeners! Welcome one and all to the UA entrance exam practical test explanation! Are y'all excited? Let me hear ya!"
There is utter silence. A few months ago, Izuku probably would've fallen into a muttering spree, but Kaltish had managed to (mostly) curb that habit (It still happened sometimes, but now it really only happened when he was thinking about battle strategy).
Present Mic chuckles, clearly ready for this possibility, "Alright, that's fine to. Y'all wanna play this cool? That's good with me, yo. Now then, let's jump right into this! For our practical examination, you listeners will be released into one of our mock city testing environment and given fifteen minutes to rack up as many points as you can! How do you get those points? Simple! We've got some robotic fake Villains for y'all to stop! There are three kinds, each ranging from one to three points based on difficulty! While in the testing grounds, go wild! Use your fighting skills, Quirks, and whatever else you've got to take them down! They're just robots after all!"
Present Mic leans in, almost conspiratorially, "Oh, and by the way, no unheroic behavior. Got that? No attacking your fellow examinees, leading them into traps, or anything else like that. The Hero profession is cooperative, not competitive! Now then, any questions?"
A boy with blue hair raises his hand and points out that the handout they all got at the door says there are four types of fake Villains.
Present Mic nods, "Good eye! Now, I saved this guy for last because he's a bit special. He's worth an entire zero points! More of an obstacle than anything else really. You should be careful though! It goes crazy in tight spaces! Now then, any more questions?"
After seeing that no one else has anything to say, the Hero smiles and nods, "Alright! Looks like y'all are about to head out soon, but I got one last thing before you go! It's a little taste of something you'll be hearing a lot of at UA if you pass the exam! Out motto! Now, the 'Hero' Napoleon defined a true Hero as 'Someone who is superior to all the ills of life.' So get out there and Go Beyond! Plus Ultra!"
With that, the students are sent out to their testing sites and told to wait for the exam to begin. Izuku is a little disappointed to find that Kaltish is in another testing site, but he supposes that makes sense. This is an exam for the individual, not a team.
Present Mic's voice rings out, "Begin!"
Wasting no time, Izuku rushes forward while activating his Quirk, drawing his sword and beheading a One-Pointer. Swiftly turning, he deflects a surprise attack from a Two-Pointer and slices cleanly through its head. Spotting an approaching group of One-Pointers, Izuku rushes to engage them as Present Mic's voice tells the other students that there are no countdowns in real combat and one of the others has already gotten started.
Swiftly dispatching his enemies, Izuku can't help but smile and laugh. This is easy. Too easy. He idly wonders how his mentor is doing as he goes to hunt down more robots.
(Kaltish)
Kaltish lets out a cackle as she throws out an Eldritch Blast, the two beams of crackling energy lancing through a pair of three pointers and causing them to detonate. This exam was practically made for her! Turning swiftly, her Pact Weapon lashes out and decapitates a Two-Pointer with ease.
Dashing past another test taker, she impales a Three-Pointer that was about to attack them from behind before sliding out of the way of a Two-Pointer's attack and retaliating with an Eldritch Blast.
This is so much fun.
(Observation Booth)
Watching over the exam, the staff of UA carefully study what they see, both for Rescue Points and to see if there are any students who stand out to them. Currently, many have their eyes on Izuku and Kaltish, seeing as neither had hesitated when given the go, and both were using weapons to combat the robots, which was unfortunately not as common as many would like.
Seeking to sate his own curiosity about the pair of students, Nezu pulls up the files for both students, letting out an excited giggle that draws the attention of the rest of his staff.
"Oh my, it would seem that the girl, Kaltish Hirano, is the daughter of our dear friend Evoker!"
Many of the staff go slack-jawed hearing about that. None of them knew Evoker had a kid!
Aizawa just grunts, "Yeah, she is. Makes a good cup of coffee too."
Midnight turns to her friend, offended, "Wait, Shota, you knew?! You knew Akihiro had a kid and you didn't tell us?!"
Aizawa shrugs, "Didn't seem important. If you want to complain at him about it though he runs a place called Quincy's Cafe with his wife and kid."
Vlad King butts in, "You know, looking at the way she fights, I can tell Evoker trained her well. I think I'll-"
Aizawa cut him off, "I already have dibs on her Vlad. I submitted the paperwork as soon as I heard she submitted an application."
Vlad turns to him, "What? How is that fair?!"
Aizawa smirks at him, "It's called information gathering Kan. Maybe if you did a little of it you wouldn't fall behind. I've got dibs on her friend Izuku Midoriya too. I submitted for him a couple months ago after I heard Hirano helped train him."
As his staff continues to bicker amongst themselves, Nezu runs that name through his memory. Midoriya…
It comes to him, and now he can't help but grin, scaring some of the staff seated next to him. Oh boy, with both Midoriya and Hirano in Aizawa's class this year… This could be just the right chaos he was looking for!
And would you look at the time? It's time for the obstacle! With a simple push of the big red button, all hell breaks loose.
(Kaltish)
She feels the rumbling in her soul. The rumbling of something big. Oh yeah, this'll be good!
Running towards the source, she locks eyes with the Zero-Pointer and fires off an Eldritch Blast at its face, calling its attention to her.
You know, in Kaltish's opinion, this thing is far to mobile. Time for her to fix that! Dashing over to the Zero-Pointer's base, she easily slices through the robot's treads. Dismissing her Pact Weapon, Kaltish draws two of her sheathed daggers before leaping at the Zero-Pointer's body and driving them into the steel. The sharpened blades easily pierce the metal, providing her purchase as she uses the daggers to start swiftly climbing the side of the robot.
Reaching the Zero-Pointer's head, she sheaths her daggers before calling her Pact Weapon back to her hand and casting Shadow Blade with the other. Utilizing the blades, she easily slices into the Zero-Pointer's head.
Taking a swing at the Central Processing Unit, Kaltish sacrifices her last spell slot to activate a special ability. Eldritch Smite. Her Pact Weapon flashes as energy surges from it, annihilating the Zero-Pointer's CPU.
(Izuku)
Seeing the Zero-Pointer, Izuku rushes it without hesitation. Reaching inside of him for that Divine power, Izuku channels the Divinity of his Oath. Spectral vines appear and ensnare the Zero-Pointer, halting its movement.
Moving forward, Izuku scans the area and finds a girl trapped under rubble. Running over, Izuku shifts the slab of cement and helps the girl up, a use of Lay on Hands easily helping her injured ankle. Turning back to the Zero-Pointer as the girl gets to safety, Izuku approaches. The robot finally manages to break free from the vines binding it, but Izuku draws its attention back to himself with a casting of Compelled Duel.
Advancing, Izuku leaps on top of the Zero-Pointer's treads before carving his way inside of it. Climbing his way up the components and devices, Izuku doesn't stop until he finds the robot's Power Supply. Readying his sword, Izuku pierces the component while using his last spell slot to unleash a Divine Smite.
Making his way back down as the Zero-Pointer powers off, Izuku hears the exam being called to a close. Making sure he has everything he came in with, Izuku heads out to meet Kaltish at the entrance. When they reunite, the two share a high-five before heading home, knowing they did well.
Izuku's Abilities;
Lay On Hands:
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Divine Smite:
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Protection Fighting Style:
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Divine Health:
By 3rd level, the divine magic flowing through you makes you immune to disease.
Channel Divinity:
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. (DC means Difficulty Class, it's basically the number you need to get after a dice roll + modifiers to complete a task successfully or avoid an effect.)
Nature's Wrath:
You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless:
You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet 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.
If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Tenets of the Ancients;
Kindle the Light: Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light: Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light: Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
Be the Light: Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Izuku's Spells;
Ensnaring Strike:
1st-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Speak With Animals:
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
Cure Wounds:
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Compelled Duel:
1st-level enchantment
Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Shield of Faith:
1st-level abjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit of holy text written on it)
Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Thunderous Smite:
1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Kaltish's Eldritch Invocations;
Eldritch Smite:
Prerequisite: 5th level, Pact of the Blade feature
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
Kaltish's Spells;
Eldritch Blast:
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At Higher Levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
A/N: Okay. Finally done. They've taken the entrance exam, and Izuku is now level three. By the way, sorry for the stupid amount of rules text, just felt like I had to considering the precedent I set in previous chapters when new rules elements were introduced. Anyway, see you around.
