Paladin
Base Class: Paladin

The Oath of Presence inspired by the rose gold dragon sets the paladin on the path of active presence for those in need.  Being there means being there for. The paladin seeks out those who need them to be present for them to defend them, especially when those who would normally be present can’t be. This draws their attention especially to children who have lost one or more parents. 

Oath of Presence paladins, once they accomplish their goals, often return to those they’ve previously helped, making sure all is still well.

Tenets of Presence

The tenets of the Oath of Presence drive a paladin to watch over those who are alone or have nobody to protect them.

  • When someone is in need, drop what you’re doing and help them.
  • Determining why something happened may be helpful after the fact, but in the moment, people need someone to be there for them.
  • Presence often means waiting both for the problem to surface to be managed and to assist with the repercussions afterward.
  • Being there for someone means following up as needed to make sure they’re not alone.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Redemption Spells

Channel Divinity

You gain the following two Channel Divinity options.

Peaceful Presence. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you can remove the frightened condition from anyone you wish within 30 feet of you who can see you.

Turn the Absent. You can use your Channel Divinity to drive away undead and fiends with a commanding presence. As an action, you present your holy symbol, and each undead or fiend within 30 feet of you that can see you must make a Wisdom saving throw. On a failed save, the creature 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.

If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Healing Presence

Starting at 7th level, you can transfer your health to another creature within 5 feet of you as a bonus action. You receive their wounds, transferring hit points to them up to their maximum or until you have 1 hit point left, whichever is less. You cannot adjust this amount. This does not transfer any accompanying conditions.

Protective Presence

Starting at 15th level, your active presence gives you and all within 10 ft that are below the age of adulthood for their people the effects of a Protection from Evil and Good spell. This is a permanent effect for you and affects children anytime they’re within range regardless of their intent toward you, and it cannot be deactivated.

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

Rose Gold Presence

At 20th Level, fighting with you is like fighting alongside a rose gold dragon. 

  • All allies within 30 feet of you are immune to being frightened or charmed and have resistance to slashing damage.
  • All enemies within 30 feet must succeed on a DC 15 + your Charisma modifier Wisdom saving throw or be frightened for a number of rounds equal to your charisma modifier (minimum 1). The creature can attempt another saving throw at the end of each of its turns, ending the effect on a success.
  • Enemy creatures within 10 feet of you have disadvantage against sleep or being charmed.

Once you use this feature, you can’t use it again until you finish a long rest.

Oath Of Presence Image

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