Base Class: Paladin
The Oath of the Champion binds a paladin to the protection of those who can't protect themselves. These paladins dedicate themselves to protecting those in need and, in particular, the those without the ability to protect themselves. They are the knight exemplar, inspiring those around them to greater heights and provoking the villains who prey on the weak.. Often, those who swear this oath are members of an order of knighthood in service to a code above a nation or sovereign, and undergo their oath as part of their admission to the order's ranks.
Tenets of the Champion
Though the exact words and strictures of the Oath of the Champion vary, paladins of this oath share these tenets.
Courage. Never fear to act, though caution is wise.
Honour. Treat others with fairness, and let your honourable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
Sacrifice. You are sworn to protect those weaker than you even if this means that you must sacrifice yourself.
Channel Oath
When you take this oath at 3rd level, you gain the following two Channel Oath options:
Champion's Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you, and if that creature targets a creature other than you with an attack, you gain advantage on your next attack roll made against that creature before the end of your next turn.
This effect lasts for 1 minutes and ends early on a creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
Exemplar's Leadership. As a bonus action, you can use your Channel Oath to augment your presence. For the next 10 minutes, you have advantage on all Charisma (Persuasion) and Charisma (Intimidation) checks, and can cause your voice to boom up to 3 times as loud as normal.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Champion 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 |
Aura of the Champion
Starting at 7th level, while you are not incapacitated, you emanate an aura within 10 feet of you that goads your enemies into fighting you. If you hit a creature with a weapon attack then, until the end of your next turn, you may choose a creature in range to have disadvantage on attack rolls targeting any creature other than you while they are within this aura.
At 18th level, the range of this aura increases to 30 feet.
Unwavering Resolve
Starting at 15th level, whenever you or an ally within 30 feet of you that can see you fails a saving throw while you are not incapacitated, you can use your reaction to allow that creature to reroll that saving throw. They must use the second result.
You may use this feature a number of times equal to your charisma modifier. Once you use this feature you cannot use it again until you finish a short or long rest.
Exalted Champion
At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your bonus action to gain the following benefits for 1 minute:
• You have resistance to all damage.
• You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
• When you or an allied creature within 30 feet of you hits with a weapon attack, that attack can deal an extra 2d8 radiant damage. Each creature can only deal this damage once per turn.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
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