Paladin
Base Class: Paladin

Tenets of Camaraderie

The tenets of the Oath of Camaraderie are far and widespread, spanning boundless civilisations and breaking across cultural barriers and norms.

No Man Left Behind
Curse he who would turn tail and run from an ally's cry of help. You will never retreat and leave a friend to die alone in battle. If they choose to stay, you will choose to remain behind and stand with them, side by side until the last moment as you act as their sworn shield. 

A Burden Shared...
..is a burden halved. Let nobody face their demons alone - if you see a person struggling through trials and tribulations, you will act as an unyielding pillar for them to lean on through the hardest of times. Likewise, you will never turn your back on the cries of help from those you do not know - a stranger today is a friend tomorrow.

Through Thick and Thin
In the darkest of times, should the stars also go out? Just as your allies are your raison d'être, so too must you be a beacon of hope for them. Even in moments when your closest kith and kin's flaws shine through, you will accept them as they are and, should one ever turn their back on you, forgiveness will always be ready in your heart.

Unus pro omnibus, omnes pro uno
The needs of the many outweigh the needs of the few. In times where you must make a difficult choice, caught between a rock and a hard place of moral quandaries, you will strive to prioritise the good of the community over the benefits of individuals within it.


 

Channel Divinity

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

Inspirational Presence
You can use your Channel Divinity to bolster your allies' resistance against the terror that grips their hearts. As an action, you can give yourself and all allies within 30ft of you advantage on Charisma ability checks and saving throws for 10 minutes.

To Me, Comrade!
As an bonus action on your turn, you can use your Channel Divinity to magically move a friendly creature that you can see up to 30ft towards you in a straight line. This movement does not provoke opportunity attacks. The creature cannot pass through solid objects, unless it has already has means of doing so.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Kinship

By 7th level, your boundless love for your friends radiates a protective aura while you are conscious. Friendly creatures within 10 feet of you have a bonus to their Armor Class equal to half of your proficiency bonus (minimum of 1). For each friendly creature that receives this bonus, you receive a reduction to your Armor Class equal to one third of your proficiency bonus (minimum 1).

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

Esprit de Corps

Starting at 15th level, your bond between you and your fellows holds even through the harshest trials and ignites your veins. As a reaction when you or a friendly creature that you can see is forced to make a saving throw to resist a condition, you can choose to add your Charisma modifier to their roll, potentially turning it into a success. You may do this after they have rolled but before the outcome of the roll has been determined.

You may use this feature a number of times equal to your proficiency bonus and regain all uses on a Long Rest.

Stalwart Compatriot

At 20th level, you embody the combined will of every spirit to have called you friend throughout your travels. As an action, you gain the following benefits for 1 minute:

  • At the start of each of your turns, you may grant each friendly creature within your Aura 10 temporary hit points if it took damage on the previous round.
  • You gain a +1 bonus to your attack and damage rolls for each friendly creature within your Aura that is below half of its maximum hit points.
  • As a reaction, when a friendly creature within your Aura of Kinship takes damage from an attack, you may use your reaction to swap positions with that creature. If you do so, you take the damage from the attack. This damage cannot be reduced in any way. If either creature would not fit in the space of their new position, this ability fails.

Once you use this action, you can't use it again until you finish a long rest.

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