Base Class: Paladin
The Oath of Battle leads the Paladins onto a path of fights, honor and just a pinch of violence. Sometimes confused with Battlemasters, sometimes called holy generals or fight hawks for their expert fighting skills and strategies this paladins have diverse roles in battle, some decide to take in all the details from a range and some decide to solve all issues head on, what they all have in common is the ample control over the battlefield. They hold themselves to great training regiments and dicipline to not rust away their skills and technics. The few who swear this oath do it from either passion for the battle or necessity for peace, most paladins who decide to profess their faith do so to battle oriented deitys evil or good, chaotic or lawfull, all is fair.
Tenets of Battle.
Though the exact words and strictures of the Oath of Battle varies, paladins of this oath share these tenets.
All is fair in love and war. Nothing is forbidden in a battle, never forget that, for your enemy surely wont.
Peace. Peace is to be enjoyed and longed for. All will fall if they battle forever.
Blood. The bonds born form battle are strong, maybe stronger than blood.
Rust. Proper care and usage of your tools is vital, proper care and maintenance of relationships is aswell.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Masterstrike. As a bonus action for a hour you can use your smite with any weapon. This feature lasts for an hour or until you fall unconscious.
Turn the Cowards. As an action you can intimidate any creature that can understand you. The creatures must make a Wisdom save against your Spell Save DC or be frightened by you and all your allies. The frightened creatures can make a save at the end of their turns to stop the condition or until a minute has passed.
Oath Spells
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
|
3rd |
bane, hellish rebuke |
|
5th |
hold person, ray of enfeeblement |
|
9th |
clairvoyance, hypnotic Pattern |
|
13th |
fire shield, confusion |
|
17th |
cloudkill, mislead |
Aura of Fervor
Starting at 7th level, you and friendly creatures within 10 feet of you have a bonus to concentration checks to maintain spells and initiative equal to your Charisma modifier. You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Battle Cry
At level 15th you can as a bonus action you can yell orders to your allies for a minute. As a bonus action on your subsecuent turns you can give one creature that can hear you an order.
Attack. The first weapon attack or spell attack the creature makes as advantage.
Run. The creature can use its bonus action to dash or hide.
Execute. A previously accorded plan is to be executed, the first action as advantage, if its an action that requieres a save, the save is made with disadvantage.
Scatter. All your allies can move up to half their movement immediately. This movement does cause opportunity attacks.
You can use this feature once per long rest.
Smiting Soul
Your Smiting Soul allows you to use your divine power from a vessel other than you. Your training allows your comrades to use your holy (or unholy) power if they are within 30ft of you.
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