Base Class: Paladin
Paladins who take the Oath of the DM believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls.
TENETS OF GLORY
- Actions over Words. you strive to be known by your deeds and not your words.
- The world is your stage: you are aware that your life serves as entertainment for the DM
- World Builder: you are aware that the world you live in was crafted by the hand of your DM.
- Tomb of Monsters: The DM has granted you an ancient tome known as "The Monster Manual"
Oath Spells
3rd-level Oath of the DM feature
You gain oath spells at the paladin levels listed in the Oath of the DM Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Glory Spells
| Paladin Level | Spells |
|---|---|
|
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 the DM feature
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Unfair Advantage. As a bonus action, you gain advantage on attack rolls, ability checks or saving throws for 10 minutes.
The Monster Manual. As a bonus action you open the monster manual and gain the following knowledge about a monster within 10 feet of you:
- Creature type
- Damage immunities
- Condition immunities
- Damage vulnerabilities
- Number of hit points left
Inspiring 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 distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.
Aura of Confidence and Speed
7th- and 18th-level Oath of the DM feature
You emanate an aura that fills you and your companions with supernatural confidence and speed, maybe because you know the DM is on your side, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren’t incapacitated, the walking speed of any ally who starts their turn within 10 feet of you increases by 10 feet until the end of that turn.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
LOOK OUT!!
15th-level Oath of the DM feature
You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Living Legend
20th-level Oath of the DM feature
You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:
- You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
- Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
- If you fail a saving throw, you can use your reaction to succeed instead.
- You have resistance to all damage.
Once you use this feature, 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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