Base Class: Paladin
The Oath of Assembly binds a paladin to the loftiest ideals of community, reliability and trust. Recognized as pillars of the community, these Paladins are often seen gathering trustworthy allies to call on in times of need. As living symbols of justice, paladins of assembly strive to protect the communities they serve from all threats, both from within and outside.
TENETS OF ASSEMBLY
Though the exact words and strictures of the Oath of Assembly vary, paladins of this oath share these tenets.
Weight of Influence. Do not deceive or conspire. Your actions serve as communal advice.
Keep the Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
Protect Your People. Aid others, protect the weak, and punish those who threaten them. Life is nothing to go at alone, it is a collaborative experience.
Assemble Your Allies. Treat others with fairness, and let your honorable deeds be an example to them. The key to success is the assembly of trustworthy and strong allies.
Oath Spells
3rd-level Oath of Assembly feature
You gain oath spells at the paladin levels listed in the Oath of Assembly Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Assembly 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 |
Channel Divinity
3rd-level Oath of Assembly feature
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Righteous Challenge. As a bonus action, you can use your Channel Divinity to bellow a fierce war cry that strikes terror in the hearts of your enemies. You present your holy symbol and loudly challenge your enemies. Each hostile creature within 30 feet that can hear you must make a Wisdom saving throw. On a failure, that creature is frightened of you for one minute or until it takes damage.
Shielding Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and temporarily increase the Armor Class by +1 for creatures of your choice within 15 feet of you, which can include you. The bonus lasts for one minute, or until you cast a spell.
Aura of Empowerment
7th- and 18th-level Oath of Assembly feature
You emanate an aura that empowers you and your companions, within 10 feet, with magical offensive capabilities. This allows your allies', including yourself and any being you've summoned's, attacks to count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Communal Auras
15th- and 20th-level Oath of Assembly feature
As an action, you can create new epicenters of your auras that emit from creatures you've summoned. A creature or being you have summoned can now each emit one of your Auras, whether it be Protection, Courage or Empowerment. These Communal Auras last for 1 minute and have a radius of 5 feet.
You can use this feature on a number of summoned creatures equal to half your proficiency bonus rounded down, and you regain all expended uses when you finish a long rest.
When you reach 20th level in this class, the range of the aura increases to 10 feet.
Flagship Focus
20th-level Oath of Assembly feature
You can empower your summoned creatures to maintain themselves instead of constantly requiring your focus. While you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage. Additionally, any creature that you summon or create with a conjuration spell, and has been summoned for at least 5 rounds, no longer requires your concentration. Those creatures can last until your next long rest unless they are destroyed or you dismiss them as a bonus action.
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