Paladin
Base Class: Paladin

The Oath of Guidance calls to paladins who seek to be mentors, teachers, and advisors. It is not enough to fight for good or evil, order or chaos. The beliefs, values, and techniques must be passed on to build a strong foundation on which the future can be built.

Often found as trusted advisors, honored teachers, beloved mentors these paladins while stepping forward when needed would much rather exert influence from behind the scenes. Teaching and guiding so that the chances of succeeding are increased that much more.

Tenets of Guidance

The tenets of the Oath of Guidance have been passed down for centuries from teacher to student. Though the exact words vary, the paladins of this share these tenets:

Knowledge is power: With knowledge comes power to destroy and create, harm or heal. Knowledge is neither good nor evil; it is how knowledge is used that determines how the world will view not only it, but also the person who uses the knowledge.

Learning never ends: Learning is a never ending process. Any situation can be learned from. With enough time any skill can be acquired. With enough patience any knowledge can be learned.

Advice is optional:  Advice is freely given, but that does not mean it is always taken.  You are not responsible for the actions of those who you give advice to. You can only give the best advice you can with the knowledge you have. Aftegur that it is up to life to give consequences.

Students are individuals: You are not responsible for your student’s actions. However, should a student deviate from your teachings it is up to you to correct the student on their mistakes if you determine it is needed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Mentor’s Presence: You can use your Channel Divinity to exude a focusing presence. As a reaction, you can grant yourself or an ally you can see within 30ft a +10 to a single skill roll. You make this choice after the roll is seen, but before the DM says whether the skill succeeds or fails.

Guided Strike: You can use your Channel Divinity to guide the strike of others with supernatural accuracy. When an ally makes an attack roll, you can use your Channel Divinity as a reaction to grant a +10 bonus to the roll. You make this choice after the roll is seen, but before the DM says whether the attack hits or misses.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Wisdom

Starting at 7th level, you and friendly creatures within 10 feet of you gain advantage on saving throws.

At 18th level, the range of this aura increases to 30 feet.

Peerless Advisor

Starting at 15th level, your mere presence can bolster allies or fluster foes. At the start of the paladin’s turn, the paladin can choose to infuse their aura with either positive energy or negative energy. If infused with positive energy then all allies (including the paladin) within 30 feet regain a number of hp equal to your charisma modifier (minimum of 1).  If infused with negative energy then enemies within 30 feet take damage equal to your charisma modifier (minimum of 1). This healing/damage effect triggers on the start of any enemy or allies turn. If your incapacitated the effect ends.

Unparalleled Mentor

At 20th level, as a bonus action, you manifest the power of your oath and gain the following benefits for 1 minute:

  • All Seeing Eyes: You gain truesight in a 120-foot radius.
  • Group Assault: You and all allies gain advantage on attack rolls against a creature if at least one ally is within 5 feet of the creature and the ally isn't incapacitated.
  • Exploit Weakness: One per turn if you or an ally causes damage, you may re-roll any 1’s or 2’s. You must accept the new rolls.

Once you use this bonus action, you can't use it again until you finish a long rest.

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