Base Class: Paladin
The tenets of the Oath of the Crimson Banner drive a paladin to become the perfect soldier and tactician, so that they might bring honor to the Red Lady and be remembered in the annals of history. Oath of the Red Knight paladins are followers of The Red Knight, the deity of strategy and battle tactics. Also known as the Lady of Strategy, her paladins know that war is inevitable, and that one should always be prepared for its eventuality. They believe the use of careful tactics is the key to battle and the only way to achieve victory. They view the battlefield as a chessboard and they are the one's moving the pieces. As the commander of troops, these paladins make sure the plans are being followed, whether by providing their forces the strength to continue the fight or by leading the charge into battle. Oath of the Red Knight paladins wear her symbol, a red knight chess piece with stars for eyes.
Lead from the Front: Go gallantly and willingly to the front lines, placing yourself in danger to stir the hearts and minds of your companions. You need no standard-bearer; be the standard that draws the eyes of enemies and allies alike to the thickest part of the battle.
Comrades Before Oneself: A soldier alone is merely a soldier; many soldiers together are a force to be reckoned with. You are nothing without your comrades in arms; you must put the well-being and safety of your battle companions before your own, and when an ally falls, it is your duty to pick them up and carry them to safety if need be.
Discipline the Mind: Do not let anger, revenge, or despair come between you and your goal. Every battle is fought for a reason, and there is an objective to be won that must be remembered always. In every facet of life, remember your mission, and place it before your own desires.
Defeat is Not an Option: Never surrender when the fight can still be won. Never abandon your position unless commanded to do so by a superior officer. Fight to the last, but remember that the war is more important than the battle.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Red Knight Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Red Knight 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
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Rally the Troops. As a bonus action, you can call on your allies to charge forward with you into battle. You and any friendly creatures that can hear you within 30 ft gain hit points equal to your Charisma modifier and can immediately take the Dash action as a free action without suffering any attacks of opportunity.
Coordinated Assault. You can use your Channel Divinity as a bonus action to mark one target you can see within 30 ft. Until the start of your next turn, all attack roles from you and your allies against that target have advantage. The first successful attack by you and each of your allies deals extra damage equal to your Charisma modifier.
Aura of the Commander
Starting at 7th level, you are able to spur your allies to move with supernatural speed, helping them reach more advantageous positions on the battlefiend. You and any number of creatures within 10 ft of you gain an extra 10 ft of movement speed. At 18th level, the range of this aura increases to 30 feet.
Counterstrike
At 15th level, you've learned to use your defensive capabilities to lure your enemies into a false sense of security. 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.
Ultimate Warrior
At 20th level, you draw on the might of the Red Lord to become force of unparalleled combat prowess on the battlefield. As a bonus action, you gain the following benefits for one minute:
- Whenever you successfully land an attack on a target, in addition to your Strength or Dexterity, you may add your Charisma modifier to the damage.
- At the start of each of your turns, and including the turn you use this ability on, you gain hit points equal to half of your Paladin level.
- You gain advantage on all Strength, Dexterity, and Constitution saving throws.
- You learn the resistances, damage and condition immunities, and damage vulnerabilities of any creature you can see.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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