Base Class: Paladin
Oath of Glory paladins relish in adventure, their abilities focused on combat and little else.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Armor. As an action, you can imbue your armor or clothing with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to your armor class (with a minimum bonus of +1). If the armor or clothing is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unnatural. As an action, you present your holy symbol and speak a prayer censuring constructs and undead, using your Channel Divinity. Each construct or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Glory
Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to damage from nonmagical weapons.
At 18th level, the range of this aura increases to 30 feet.
Eager for Glory
Beginning at 15th level, your walking speed increases by 10 ft.
Glorious Mantle
At 20th level, as an action, you can create a holographic mantle of energy around you. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
For the duration, you and all allies within 30 ft. are resistant to damage from spells.
Once you use this feature, you can’t use it again until you finish a long rest.
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