Base Class: Paladin
Paladins of the Oath of Warfare make themselves into a divine weapon, a tool to scourge the world of wickedness and cruelty. They have no remorse for foes who fight unfairly, but they uphold their honor and dignity on the battlefield. For paladins of the Oath of Warfare, combat isn't a solemn necessity, it's a way of life.
TENETS OF THE OATH OF WARFARE
A paladin of the Oath of Warfare vows to never surrender until the world is free of all darkness.
Determination. No matter how many times you get hit, hit back harder. You must not allow the world to fall to shadow.
Dignity. Always fight fairly and honor the rules of combat. It is these rules that separate us from the monsters.
Justice. Those who choose the path of evil have determined their fate. Strike them down, for the good of the world.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Chain Smite. As a bonus action, you can focus your power inwards, allowing you to use your Channel Divinity to strike multiple targets with one attack. The next time you use your Divine Smite feature, you can deal damage to a second creature within 30 feet of you. Make a melee weapon attack. On a hit, the creature takes radiant damage equal to the damage you dealt with your Divine Smite.
Radiant Shield. As an action, you can project your divine energy and shape it into a shield of luminosity using your Channel Divinity. A 30-foot-radius sphere of brilliant light appears around you for 1 minute, moving with you. Ranged attacks that pass through the sphere have disadvantage, and each creature of your choice that enters or exits the sphere for the first time on its turn takes radiant damage equal to 1d10 + your Charisma modifier.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Warfare 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 Effulgence
Starting at 7th level, you exude a glaring light that blinds your foes. While you are conscious, at the start of each of your turns, each creature of your choice within 10 feet of you takes 1d4 radiant damage. In addition, each creature of your choice within that range has disadvantage on Wisdom (Perception) checks made to see.
At 18th level, the range of this aura increases to 30 feet.
Ranged Smite
Beginning at 15th level, your Divine Smite and Improved Divine Smite features apply to ranged attacks.
War Aureole
At 20th level, you can exude an aura of courage and valor. As a bonus action, you gain the following benefits for 1 minute:
- Light illuminates creatures of your choice within 60 feat of you, granting any attacks against the creature advantage if the attacker can see it.
- Whenever you use an action or bonus action to cast a paladin spell, you can make an attack as part of that action or bonus action.
- When you take damage from a creature within 60 feet of you, you can use your reaction to deal radiant damage to that creature equal to your Charisma modifier (minimum of 1).
Once you use this feature, you can’t use it again until you finish a long rest.
I absolutely love this subclass and do not think changes are needed. The name implies the paladin has weaponized every aspect of themselves in the way a paladin would do so. This is so good I even say it SHOULD be core.
while the mechanics are reasonably solid in the balance department, they do not match up to the theme of the subclass. It's all about being surrounded by light, but the name doesn't imply any of that. Maybe instead of it being an oath of "warfare" instead make it the "Oath of the Sun" or something.