Base Class: Paladin
Paladins who follow the Oath of the Domestic seek to protect the right for ordinary people to go about their day-to-day lives unimpeded. They uphold the home as a space that can and should provide comfort and safety to those within it, and they abhor anyone who would put innocent lives at risk for any reason. Paladins of this oath strive to avoid any collateral damage wherever they can, and they will often go out of their way to help others complete their chores if they see that they are struggling. Although the Oath of the Domestic compels its paladins to remain ever-vigilant on behalf of the vulnerable, it also encourages its paladins to one day enjoy the fruits of domesticity in peaceful retirement.
Tenets of the Domestic
The tenets of the Oath of the Domestic compel a paladin to respect and value the lives and needs of the common people.
No Collateral Damage. Avoid the needless loss of innocent lives at any cost.
Respect of Privacy. The home is a sacred space, and it is tarnished when you enter and search without permission.
Ease Others' Burdens. Whenever possible, help others, no matter how menial the task might be.
Cherish Moments of Peace. As a vigilant paladin, it is difficult to find moments of respite. Enjoy these reprieves to the fullest, and never forget what you are fighting to preserve.
Oath of the Domestic Spells
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
|
3rd |
goodberry, sanctuary |
|
5th |
aid, arcane lock |
|
9th |
glyph of warding, tiny servant |
|
13th |
Mordenkainen's Faithful Hound, Mordenkainen's Private Sanctum |
|
17th |
hallow, mass cure wounds |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Safe as Houses. You can use your Channel Divinity to remind your allies of home, bolstering their spirits. As an action, you can grant yourself and a number of allies equal to your Charisma modifier temporary hit points equal to 10 + your Paladin level. You and the designated allies also gain advantage on Wisdom saving throws for the next 10 minutes.
Homesickness. As an action, you can use your Channel Divinity to make your enemies long for their home. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or be compelled to head toward their home in the safest route available. They cannot make attacks and must use the Dash action to move as much as they can in the direction of their home. At the end of each of their turns they may make a Wisdom saving throw; on a success, this effect ends for this creature.
Aura of Comfort
Starting at 7th level, you exude a soothing presence that helps salve the wounds you and your allies have suffered. You and friendly creatures within 10 feet of you regain 1d4 hit points at the start of your turn.
When you reach 18th level in this class, the range of the aura extends to 30 feet.
Rest and Relaxation
When you reach 15th level, you have gained a capacity to quickly recover from debilitating effects. If you would take levels of exhaustion, you can choose to ignore all levels of exhaustion you would have gained. Once you have used this ability, you cannot use it again until you finish a long rest.
Tender of the Hearth
At 20th level, you can draw on the quiet fury of the hearth to strengthen yourself and inspire your allies.
Using your action, you can become a champion of the domestic for 1 minute, giving you the following benefits:
- You have immunity to fire damage and the charmed condition.
- You deal an extra 2d8 fire damage on every attack.
- Friendly creatures within 60 feet of you gain advantage on Charisma saving throws.
- Friendly creatures within 30 feet of you gain a +2 bonus to their AC.
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