Base Class: Paladin
Some paladins swear themselves to ancient gods or cosmic justice. Others pledge themselves to a higher calling: smiting evil, and looking fabulous doing it. Those who take the Oath of Glam understand that we can do anything we set our minds to, that we have a duty to lift each other up, and that being strong and being stylish are not mutually exclusive. A paladin who has sworn the Oath of Glam always wears something pink, whether that’s a small token or a full color-coordinated armor set.
Level 3: Oath of Glam Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Glam Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Charm Person, Magic Missile |
| 5 | Enhance Ability, Alter Self |
| 9 | Hypnotic Pattern, Fly |
| 13 | Fire Shield, Freedom of Movement |
| 17 | Wall of Force, Telepathic Bond |
Level 3: Channel Divinity: Sparkle and Shine
♥ Sparkle and Shine. As an action, you radiate dazzling confidence for 1 minute. Choose up to a number of creatures equal to your Charisma modifier (minimum of one) within 30 feet. Each gains temporary hit points equal to your Paladin level. While this effect lasts, they have advantage on Charisma checks and saving throws.
Channel Divinity: All Eyes On Me
♥ All Eyes on Me. As a bonus action, you command attention with effortless grace. Until the end of your next turn, your movement does not provoke opportunity attacks. Additionally, each creature of your choice within 30 feet of you that can see you must make a Wisdom saving throw. On a failed save, the creature is under the effect of compelled duel until the end of your next turn.
Compelled Duel
Source: Player's Handbook
1st-level enchantment
Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: Until the end of your next turn
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Spell Lists: Paladin
Level 7: Aura of Confidence
Starting at 7th level, your presence strengthens your allies’ confidence. When a friendly creature within 10 feet of you makes an ability check or attack roll, they can choose to roll a d4 and add it to the result. A creature can only benefit from this feature once per turn. At 18th level, the range of this aura increases to 30 feet.
Level 15: Makeover Time
At 15th level, you’ve mastered the art of the ultimate confidence boost. When you finish a short or long rest, a creature of your choice gets a glow-up with the following benefits:
♥ You can remove one level of exhaustion from
the affected creature.
♥ You can end one effect that is charming,
frightening, paralyzing, or poisoning the
affected creature.
♥ The affected creature gains the benefits of
either enhance ability or alter self.
Once you use this feature, you must finish a long rest before using it again.
Level 20: Barbie Girl
At 20th level, you can assume your most powerful and glamorous form. A wave of glittering magic washes over you, transforming your armor, clothes, and weapons into shades of pink. The air around you shimmers with heart-shaped motes. Using your action, you undergo a transformation.
For 1 minute, you gain the following benefits:
♥ You emanate a dazzling aura in a 30-foot
radius for the duration. Allies within the aura
reduce all damage they take by an amount
equal to your Charisma modifier (minimum
of 1) and gain a +1 bonus to their AC.
♥ You can take the Dash, Disengage, or Help
action as a bonus action.
♥ Your melee weapon attacks deal extra
radiant damage equal to your Charisma
modifier (minimum of 1).
Once you use this feature, you can’t use it again until you finish a long rest.
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