Paladin
Base Class: Paladin

Paladins who take the Oath of the Mentor are those who help and support others when needed. They exposit wisdom and teach others.

TENETS OF THE MENTOR

The tenets of the Oath of the Mentor drive a paladin to boost and improve their comrades.

Help and Aid. Always be willing to help those who need it.

Watch and Listen. Understand when your friends need space and time.

Stories and Wisdom. Tell others about your tales and knowledge, for they could use it to.

Emotion and Compassion. Make sure you and your allies are always in high morale.

Oath Spells

3rd-level Oath of the Mentor feature

You gain oath spells at the paladin levels listed in the Oath of the Mentor table. See the Sacred Oath class feature for how oath spells work.

Oath of the Mentor Spells
Paladin Level Spells
3rd bless, guiding bolt
5th enhance ability, warding bond
9th beacon of hope, haste
13th death ward, stoneskin
17th greater restoration, hallow

Channel Divinity

3rd-level Oath of the Mentor feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Ally Mentoring. You can use your Channel Divinity to aid others in more meaningful ways. When you use the Help action, you can use your Channel Divinity to let the person you're helping add your Charisma modifier to the check.

Abjure the Unwanted. You can use your Channel Divinity to force back those who are not ideal. As an action, you present your holy symbol to one creature who can see and hear you within 60 ft. That creature must make a Wisdom saving throw, contested by your spellsave DC. On a failed save, the 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 can, and it can’t willingly end its move in a space within 30 feet of you. 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 take the Dodge action.

A creature turned in this way cannot benefit from any outside bonuses to it's abilities or stats.

Aura of Helping

7th-level Oath of the Mentor feature

You emit an aura of teamwork and trust, while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you made an ability skill check, they can add a bonus equal to the amount of allies in the aura not including them.

At 18th level, the range of this aura increases to 30 feet.

Teaching Moment

15th-level Oath of the Mentor feature

When an allied creature fails an ability check, attack roll, or saving throw and you both can see and hear each other, you can use your reaction to tell them how they should improve next time. That creature still fails that check, but when they next use that skill, weapon, or save they automatically pass, as long as they are able to. If they choose to use their Teaching Moment on a fruitless endeavor, then they do not automatically pass and lose their Teaching Moment usage.

You can use this ability a number of times equal to your Charisma Modifier (minimum of once), before needing to take a long rest to use it again.

Allied Paragon

20th-level Oath of the Mentor feature

You manifest a form of true Mentorship. As a bonus action, you gain the following benefits for 1 minute:

  • You cannot be given Disadvantage on any check.
  • You have infinite uses of Teaching Moment and your Ally Mentoring channel divinity
  • When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes your friend and becomes an ally. That creature can remake its save at the end of each of its turns, however it has disadvantage and does not gain the benefits of your Aura of Protection when making this save.

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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