Base Class: Paladin
Paladins who take the Oath of Glory 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
The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.
Actions over Words. Strive to be known by glorious deeds, not words.
Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you.
Hone the Body. Like raw stone, your body must be worked so its potential can be realized.
Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.
Channel Divinity
Upon swearing this oath at 3rd level, you gain access to two Channel Divinity options:
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Peerless Athlete: As a bonus action, you can harness your Channel Divinity to enhance your physical prowess. For the next 10 minutes, you gain the following benefits:
- You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.
- Your carrying capacity, as well as your ability to push, drag, and lift objects, doubles.
- The distance of your long and high jumps increases by an additional 10 feet (this added distance requires normal movement).
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Inspiring Smite: After successfully damaging a creature with your Divine Smite, you can use your Channel Divinity as a bonus action to bestow temporary hit points upon creatures within 30 feet of you, including yourself. The total amount of temporary hit points granted is 2d8 + your level in this class, which you can distribute among the chosen creatures as desired.
Oath Spells
You gain oath spells at the paladin levels listed.
| Oath of Glory Spells | |
|---|---|
| Paladin Level | Spells |
| 3rd | Guiding Bolt, Heroism |
| 5th | Enhance Ability, Magic Weapon |
| 9th | Haste, Protection From Energy |
| 13th | Compulsion, Freedom Of Movement |
| 17th | Commune, Flame Strike |
Aura of Alacrity
At 7th level, you radiate an aura that imbues you and your companions with supernatural speed, enabling you to maneuver swiftly across the battlefield. Your walking speed increases by 10 feet. Additionally, if you are not incapacitated, any ally who starts their turn within 5 feet of you gains a 10-foot increase to their walking speed until the end of that turn.
Upon reaching 18th level in this class, the range of the aura expands to 10 feet, further benefiting your allies with increased mobility.
Glorious Defense
At 15th level, you gain the ability to transform defense into a swift counterstrike. When you or another creature you can see within 10 feet of you is targeted by an attack roll, you can use your reaction to bolster the target's defenses. This grants a bonus to the target's AC against that attack equal to your Charisma modifier (minimum of +1), potentially causing the attack to miss.
If the attack misses due to this bonus, 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 after finishing a long rest.
Living Legend
At 20th level, you can harness the legendary tales of your heroic feats to empower yourself. As a bonus action, you gain the following benefits for 1 minute:
- You exude an otherworldly presence, granting you advantage on all Charisma checks.
- Once on each of your turns when you make a weapon attack and miss, you can choose to cause that attack to hit instead.
- If you fail a saving throw, you can use your reaction to reroll it, and you must use this new roll.
After using this feature, you must finish a long rest before using it again, unless you expend a 5th-level spell slot to use it again sooner.







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Posted Nov 16, 2025Thank you, I freaking own this officially but DND beyond won't show it for my characters. WOTC needs to get it together.