Paladin
Base Class: Paladin

 To win the love of those who stand beside you and the fear of those who stand against you, the Oath of the Diva invokes a paladin whose persona is larger than life.

Glamour and Glitz! It's not enough to simply defeat your enemies. You gotta do it in style!

All Eyes on Me! Inspire adoration with your power and beauty! Your reputation is just as much of a weapon as the sharpest sword!

In Darkness and Light! Stand for what you believe in! There's no hiding anything when you burn this bright!

Oath Spells

You gain oath spells at the paladin levels listed.

Compelled Duel, Pyrotechnics, and Charm Monster can't be added for legal reasons; make a feat or something for them.

Paladin Level Spells
3 charm person, compelled duel
5 pyrotechnics, suggestion
9 beacon of hope, hypnotic pattern
13 charm monster, hallucinatory terrain
17 creation, seeming

Channel Divinity

  • Signature Style. You can use your Channel Divinity to conduct a special ritual over the course of 1 hour, which can be performed as part of a short rest. At the end of this ritual, your clothing transforms into a special set of armor, which appears as you see fit. While wearing this armor, your AC equals 10 plus your Dexterity modifier plus your Charisma modifier. This armor lasts until you take a long rest, and you can make it appear in its true form, suppress its form to appear as the original clothing, or disappear at any time during your turn (no action required.)

 While wearing this armor in its true form, you have advantage on Performance and Athletics checks. While wearing the suppressed form of this armor, you instead have advantage on Deception and Stealth checks.

  • Lights, Camera, Action! You can use your Channel Divinity to exude an awesome presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes charmed by you for 1 minute. The charmed creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. A creature can willingly fail this save.

Aura of Adulation

Starting at 7th level, you constantly emanate a sublime aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.


At the end of each of your turns, you gain temporary hit points equal to your proficiency bonus times the number of creatures charmed by you within the range of this aura. These temporary hit points last until the start of your next turn.


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

Starry-Eyed

At 15th level, your elegance can inspire awe even in the midst of combat. When a creature fails a saving throw against one of your spells, you can force it to also make a Wisdom saving throw or be charmed by you until the start of your next turn.

The Power of Friendship!

At 20th level, you gain the ability to channel your awesome power through your allies. As an action, you can magically empower yourself and your allies, gaining the following benefits for 1 minute:

  • Creatures of your choice within 30 feet of yourself have advantage on attack rolls and saving throws.
  • Creatures of your choice within 30 feet of yourself add 1d8 radiant damage to their damage rolls.
  • When you gain temporary hit points, so do creatures of your choice within 30 feet of yourself.

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

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