Base Class: Paladin
All that is beautiful is wondrous and lovely, it's allure is unmatched is this mortal plane. To be a Paladin who takes this is oath is to embrace beauty, performing, and all that is lovely. Some who take this oath go to be performers, knights in shining armor, or even the courageous heroes you find in tales of old. Everything magnificent deserves to be protected, and that is what the Oath of Beauty follows.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Gentle Embrace. As an action, you can assume a luscious and luxurious appearance, using your Channel Divinity. For 1 minute, you can use a bonus action to force creatures within 30 feet of you bow to your sheer presence. Each creature of your choice must make a Charisma saving throw against your Paladin DC. On a failure, the affected creature must become prone until the end of your next turn.
Thorns and Roses. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action to coat your weapon in a thin veil of spines, the smite deals an additional 3d6 + your Paladin level Piercing damage. That creature must then make a Charisma saving throw against your Paladin DC. On a failure, that creature has disadvantage to hit to you with attacks until the start of your next turn.
Oath Spells
You gain oath spells at the paladin levels listed from the Oath of Beauty table.
Oath of Beauty 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 Dazzling
Starting at 7th level, while you are conscious, you and friendly creatures within 10 feet of you become imbued with a fragment with your otherworldly beauty. Affected creatures weapon attacks deal additional radiant damage equal to your Charisma Modifier.
At 18th level, the range of this aura increases to 30 feet.
Unmatched Allure
Beginning at 15th level, during a short or long rest, you can imbue a small trinket to become a symbol of your grace and refinement for 24 hours or until you create another symbol.
- While the symbol is on your person, you become immune to the charmed condition.
- As an action, you may brandish the symbol, causing it to erupt. Each hostile creature within 30 feet of the eruption must make a Charisma saving throw against your Paladin DC. On a failure, the creature takes 5d10 radiant damage, or half as much on a success. This causes the symbol to be destroyed.
Pure Grace
At 20th level, as an action, you obtain the ability to unveil your pure elegance. For 1 minute, you emit a soothing light, causing you to gain the following benefits:
- After you take the attack action, you can move up to half of your movement speed without taking attacks of opportunity.
- Hostile creatures within 30 feet of you have halved movement speed.
- Friendly creatures within 30 feet of you regain 10 hit points at the start of their turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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7/13/2025 11:29:32 PM
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Coming Soon
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