Paladin Oaths

Oath of Enlightenment

Oath_of_Enlightenment.pngTo swear the Oath of Enlightenment binds you to live the holy and civilized beliefs that unite the honorable peoples of the world. These are not merely manners of custom, but the commandments of divine revelation. You strive to embody these ideals as a holy warrior, sworn to serve only a righteous cause. You devote yourself in particular to the common folk, seekng to bring them enlightenment and truth. You’ve sworn to fight for them and inspire them, both by living honorably and by your willingness to die for your cause.

Tenets of Enlightenment
Inspiration. You are a model and protector to the common folk, and must conduct yourself in a manner that inspires them. including distributing any excess wealth you obtain as alms for the poor.
Duty. When you are called upon to redress attacks against your church or its devoted adherents, you must answer with action, and when you are asked to join in wars which the church has declared holy, you must fight and die if necessary.
Revelation. The fame of your deeds is an opportunity to shine the light of truth as a beacon for those following benighted ways.
Faith. You are champion of your faith and your people, in that order, and your religious beliefs require absolute devotion, even beyond mortal perceptions of ethics or morality.

Oath of Enlightenment Spells
3rd Level: charm person, faerie fire
5th Level: detect thoughts, enhance ability
9th Level: beacon of hope, tongues
13th Level: freedom of movement, greater restoration
17th Level: commune, hallow

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options
Holy Light. You can use a holy symbol on your person to distract your enemies. As long as you have a symbol of your faith displayed openly on your person, you can dazzle an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your Channel Divinity as a reaction to impose disadvantage on the attack roll, before it hits or misses, as the light from the symbol flashes at just the right angle to distract the attacker. At that moment, the attacker is also filled with fear of the power you are granted by your faith, taking 2d6 psychic damage. An attacker that can’t be blinded is immune to this feature.
Turn the Unenlightened. You can use your Channel Divinity to rebuke fiends as well as genies and other elementals. As an action, you present your holy symbol and speak an appropriate scripture, and each elemental or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, such a 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 possibly 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 any other creatures are charmed and/or frightened by the turned creature at the time it is turned, any such charming and frightening effects are suppressed while it is turned. Any suppressed effect resumes when the duration of the turning ends, provided that its duration has not expired in the meantime.

Leadership
Beginning at 7th level, you are an experienced battlefield leader, and those who fight alongside you feel a sense of security from your very presence. You and all creatures you choose within 10 feet of you have resistance to psychic damage and advantage on saving throws against being charmed or frightened. At 18th level, the range of this effect increases to 30 feet. In addition, when you are mounted, opportunity attacks against you and your mount are made at disadvantage.

Holy Enlightenment
Beginning at 15th level, your religious studies have fortified you against the occult. You have advantage on saving throws against spells and resistance against fire and necrotic damage.

Battlefield Prayer
When you reach 20th level, you can focus your mind with prayer to gain legendary mettle and unmatched martial prowess. Using your action, you gain the following abilities for one minute:
• You increase your walking speed and the speed of any mount you ride by 20 feet.
• You and your mount ignore difficult terrain.
• You have resistance against all damage inflicted by spells or non-magical weapons.
• When you inflict damage on a creature with a melee weapon attack, that creature must make a Strength saving throw against your spell save DC. If it fails, it is knocked prone. Once per turn, when a creature is knocked prone by this effect, you may choose to move it 10 feet away from you if you wish. Once you use this feature, you can’t use it again until you finish a long rest.

Oath of the Common Man

Common_Man_Paladin.pngThe oath of the common man is born of togetherness, mutual suffering, and righteous indignation towards those who would put their boot heel to the collective neck of the worst off in society. When a wealthy king taxes the lifeblood from his people, when a bloodthirsty butcher threatens the greater good, when thieves steal and kill in the night, the Paladin of the Common Man is there to answer the call.

Tenets of Enlightenment
Equality. All creatures are inherently equal, and those that deny that fact for their own gain do their fellows harm.
Community. A struggle is meaningless if it is not done together for a greater purpose than oneself. Stand with your brothers and sisters in betterment of society.
Respect. Give respect, love, and kindness to your comrades that find themselves without any.
Change. The world must change if it is to be any better, and it will not change if men do not act. Do your part for a more just future.
Labor. You are not above the work of the common man. Whenever you have the chance, labor with them, and work to ease their difficult lot in life.

Oath of the Common Man Spells
3rd Level: longstrider, sanctuary
5th Level: calm emotion, enhance ability
9th Level: counterspell, tongues
13th Level: fabricate, freedom of movement
17th Level: legend lore, wall of stone

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options
Worker’s Harmony. As an action, you unleash a message of unity in a loud, booming voice, calling on the spirits of laborers who have died in oppression to come to your aid. For a number of rounds equal to your charisma modifier (minimum 1), you are considered to be aided by the Help action, and you or one friendly creature within 30 feet of you gains proficiency with one type of artisan’s tools for an hour.
Turn the Unenlightened. Those that hold themselves above the common man must be taught humility. As an action, you utter an indictment against those who would trample the rights of laborers, invoking the same terror in them that they inspire in those they consider their lessers, and each dragon, fey, non-chaotic fiend, or humanoid of noble title that is unsympathetic to the plight of the lower classes within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, such a 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 possibly 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 any other creatures are charmed and/or frightened by the turned creature at the time it is turned, any such charming and frightening effects are suppressed while it is turned. Any suppressed effect resumes when the duration of the turning ends, provided that its duration has not expired in the meantime.

Aura of Solidarity
Beginning at 7th level, one man’s pain is felt by all his comrades. When you or a friendly creature within 10 feet of you takes damage, you may choose to instead divide that damage evenly between all willing creatures within 10 feet of you, always rounding up fractions. This area increases to 30 feet at 18th level.

Revolutionary Spiritt
Beginning at 15th level, you may take the help action as a bonus action on each of your turns. In addition, you have advantage on all charisma checks made to interact with laborers or other common people.

Strength of the People
When you reach 20th level, you can transform yourself into a larger-than-life icon of the working class and their revolutionary struggle. Using your action, you gain the following abilities for one minute, so long as you can see or hear a friendly and conscious creature:
• You and your equipment grow to large size, and your reach and movement speed is doubled.
• At the start of your turn, you and any friendly creature that can see or hear you gain temporary hit points equal to your Charisma modifier (minimum 1).
• As a bonus action on your turn, you may apply the help action to a number of creatures equal to half your Charisma modifier (minimum 1, rounding up) within 30 feet of you that can see and hear you.
Once you use this feature, you can’t use it again until you finish a long rest.

Oath of the Silencer

A silencer is a holy warrior, a devout paladin sworn to bring justice to cultists, hedge mages, and witches. The silencer suffers not the witch to live, for their foul deeds bring only ruin to those around them. When a deadly wizard threatens the realms, when a hag steals children in the night, when Feolfe himself rises again to lay waste to all nations, the silencers are there to put an end to their heathen powers.

Tenets of the Silencer
Self-Reliance. Your convictions hold that arcane magic is a crutch for those who are afraid to test their true skills.
Justice. Abusers of magic to prey on the weak shall be brought to answer for their transgressions.
Inspiration. Your deeds serve as an example to others of what can be accomplished without the arcane.

Oath of the Silencer Spells
3rd Level: detect magic, shield
5th Level: see invisibility, silence
9th Level: counterspell, dispel magic
13th Level: banishment, witchburn
17th Level: circle of power, geas

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options
Cancel Spell. When you are targeted by a spell you can use your reaction to attempt to block the spell by succeeding on a Charisma check, adding your proficiency bonus, against a DC of 8 + the spell’s level.
Silence. Choose a target within 60 feet that can cast at least one spell. The target must make a saving throw using their spellcasting ability score equal to your spell save DC. On a failed saving throw, the target must repeat the saving throw each time they attempt to cast a spell. On a failed save, they are unable to cast the spell that turn, but do not lose the spell slot and may still use their action for something else. This curse lasts for one hour.

Magic Dampener
Beginning at 7th level, all non-friendly creatures within 10 feet of you have disadvantage on spell attack rolls, and allies within 10 feet of you have advantage on saving throws against spell effects. At 15th level, the range of this aura increases to 30 feet.

Witch Slayer
Beginning at 15th level, if you are targeted with a spell that misses you, or you succeed on a saving throw against a spell, you are able to move up to your speed as a reaction. This movement does not provoke opportunity attacks. In addition, you may add your charisma modifier to the first melee weapon attack roll you make each turn against a creature that cast a spell of first level or higher on its last turn.

Anti-Magic Cone
When you reach 20th level, you are able to bring down even the mightiest of mages with but a glance. Once per long rest, you may use an action to activate a cone of invisible antimagic that functions as in the antimagic field spell in a 30 foot cone. At the start of each of your turns, you determine which way the cone faces and whether the cone is active. The cone works against your own magic. After one minute, the cone is deactivated.

Paladin Oaths

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