Paladin
Base Class: Paladin

The Warlord Oath calls for paladins who seek the glory of war as one. For Warlords, war is the only way to maintain balance in the universe.

Paladins who follow this oath are considered champions of their gods. The army that follows war rites will be blessed with their presence, they are able to turn the tide of battle to your side. Paladins of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.

The gods of war include champions of honor and chivalry (like Torm, Heironeous and Kiri-Jolith), as well as gods of destruction and plunder (like Erythnul, Fury, Gruumsh, Ares) and gods of conquest and domination (like Bane, Hextor and Maglubiyet). Other gods of war (such as Tempus, Nike and Nuada) adopt a more neutral stance, promoting war in all its manifestations and supporting warriors in all circumstances.

Tenets of Warlords

A paladin who takes this oath has the tenets of Warlords seared on the upper arm.

Preserve the Innocent: The war must never start without worthy causes. 

Drive Them Before You: Your enemies will fear you, or they will learn to.

War rites. War must follow its laws and rites, even the cruelest adversary deserves an honorable death.

Winners Rules. laws and history must be respected, they are written by winners and rulers.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Warlord Spells

Paladin Level

Spells

3rd

bane, Guiding Bolt

5th

Hold Person, Warding Wind

9th

Fear, Motivational Speech

13th

Wall of Stone, Freedom of movement

17th

Hold Monster, Mass Cure Wounds

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Visceral Strike. You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you wield a weapon with the wrath of God. The wrath lasts for 1 minute. The next time you hit a target with an attack using that weapon, the target takes force damage immediately after the attack. That damage equals 2d8 + your paladin level, if you wield a two-handed weapon these dices are maximized.

Warlord Bless. As an action, you can be reinforced also your allies with your channel deity for 1 minute. You and each ally who can hear you 30 feet from you, limited by your Charisma modifier (minimum 1), gains temporary hit points equals your Charisma modifier (minimum 1) every turn, advantage on saving throws against being frightened.

Overwhelming Mighty

Beginning at 7th level, your actions on the battlefield can supernaturally bolster your allies and demoralize your enemies. Whenever you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). All the chosen creatures are affected by one of the following effects of your choice:

  • The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point).
  • The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn.

Once you use this feature, you can’t use it again until the start of your next turn.

Glorious Defender

Starting at 15th level, your blessed glory on the battlefield can misdirect an attack. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can order an ally 60 feet from the enemy to make an opportunity attack.

Invincible Warlord

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of war, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can command an ally to make an attack to your target.
  • if you miss an attack, you can hit it instead, you can use it once per turn.

Once you use this feature, you can’t use it again until you finish a long rest.

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