Base Class: Paladin
The Oath of Binding is more than words, it is a ritual that binds the paladin's soul to the god they serve. Upon the paladin's death their soul is given to their god as an offering of their service. With this oath comes the power to conjure spirits as well as control the enemies of the paladin.
Tenets of Binding
The tenets held by the oath of binding, reflect the ritualistic service these paladins swore to their god.
Service. Uphold your oaths of service to others.
Loyalty. If you wish to lead, you must first learn how to follow.
Control. You are in command, command those under you.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Binding Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Binding Spells
| Paladin Level | Spells |
|---|---|
| 3rd | charm person, unseen servant |
| 5th | hold person, suggestion |
| 9th | conjure animals, spirit guardians |
| 13th | compulsion, guardian of faith |
| 17th | dominate person, hold monster |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Bound Familiar. You can use your Channel Divinity to cast find familiar. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms imp, pseudodragon, quaint, or sprite.
Additionally, when you take the attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.
At 5th level, you can cast find steed.
Binding Smite. When you use your divine smite you can use your Channel Divinity to force the target to make strength saving throw against your spell save DC or be restrained by holy chains. You maintain the binds as if you are concentrating on a spell for up to one minute. At the end of each of its turns, the target can make another strength saving throw.
Aura of Binding
Starting at 7th level, you constantly emanate an enchanting aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
When a hostile creature enters the aura (or if they start their turn in it) they must succeed on a Wisdom saving throw against your spell save DC or become charmed by you for one minute of until the aura moves of of them. At the end of each of their turns, any charmed creatures can repeat their Wisdom saving throw. When the charm effect fades, the creature is immune to the effect for 24 hours.
At 18th level, the range of this aura increases to 30 feet.
Binding Ritual
At 15th level, you learn a ritual that can bind one weapon, set of armor, or shield to yourself. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the item, shunting it into an extra-dimensional space, and can re-summon it (equipped) as a bonus action. You can’t affect an artifact or a sentient item in this way. The item ceases being bound to you if you die, if you perform the 1-hour ritual on a different item, or if you use a 1-hour ritual to break your bond to it. The item appears at your feet if it is in the extra-dimensional space when the bond breaks.
Bound Warrior
At 20th level, your god lends you a fighting spirit. As an action, you can summon the spirit of a knight to an unoccupied space within 30 ft. of you that you can see for 1 minute with the following changes:
- It is a celestial, fey, or fiend, instead of a humanoid.
- When summoned the knight has 20 + your Charisma modifier temporary hit points.
- It rolls its own initiative, but you control it.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/4/2019 6:17:33 AM
|
0
|
0
|
--
|
Coming Soon
|
Comments