Base Class: Paladin
The tenets of the Oath of the Promise state that one’s words must have meaning. Too often in our world are promises held cheap by those who make them. Not so with Paladins of this Oath. Honour is only held by those with an iron will that keep themselves on a path agreed. Deals must be upheld as promises are, and this matters as much to these Paladins as their own ideals. Promise Paladins may be of any alignment so long as they keep true to their word.
My Word is Iron. When I make a promise, when I give my word, it has meaning. I must honour my promises by their words or by their spirit.
Respect of Truth. I do not have to honour promises made for me by others if they go against my morals.
Dishonest Wrath. Those who break their promises shall only receive my help when I deem them worthy despite their misdeeds.
Vicious Charity. If my keeping an oath harms those I do not wish to, I must attempt to right this wrong or to give them aid.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Bonded Blade As an action, you can imbue one weapon that you are holding with the energy of your bond, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits a purple light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
- You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Called Shot. As a bonus action, you can utter intent for your next turn. If you take the action you mention, any rolls you make with a D20 are done so with advantage, and rolls you force others to make are done with disadvantage or advantage at your choice. However, if you are prevented from taking this action or you take another action due to the changing of the battle, you will have disadvantage on your next two rolls.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Promise Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Iron Will
As an action, you can shield your allies with your iron will. Until the start of your next turn, all attacks against friendly creatures within 30ft of you are made with disadvantage as your divine will turns blows. When this is affect ends the first attack made by a creature other than you has advantage regardless of their allegiance. (this effect doesn't move with you, it only affects creatures in range when you initially use this feature)
Soul of Truth
Starting at 15th level, the passion with which you speak your oaths empower your every action. In a battle in which you have used your Bonded Blade or Called Shot, you may use Divine Smite once at first level without expending a spell slot. You may use this feature a number of times equal to half your charisma modifier (minimum of one).
Solemn Oath
At 20th level, you can assume the form of an angelic avenger. Using your action, you take control of the field around you. For 1 minute, you gain the following benefits:
- Purple spectral chains whirl around you. Harmless to your allies, any enemy within twenty feet at the end of its turn must succeed on a dexterity saving throw or take 1d8 radiant damage and be knocked prone.
- You emanate an aura of inspiration in a 30-foot radius. The first time any allied creature enters the aura or starts its turn there during a battle, the creature becomes hastened for 1 minute or until it takes any damage.
Once you use this feature, you can't use it again until you finish a long rest.
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