Base Class: Paladin
The Oath of Command swears one to the service of a person, a company, or a nation in an unbreakable bond, and in exchange they are empowered with the inspiration to command others in their patron’s cause. These paladins are often the personal champions of the individual to whom they have pledged themselves, the elite guard of an order, or the field commanders of armies. They are experts at controlling the battlefield and emboldening their allies to fight even harder for their cause.
While many may look upon these paladins with reverence and aspiration, the oath is not one to take lightly. Taking the oath of command is to swear loyalty and devotion bore witness by a lawful god who will hold the paladin to their allegiance regardless of the circumstance. A paladin of this oath may be forced to do things they disagree with because it is the will of their patron, nation, or the contract. Choosing to whom or what you swear allegiance, therefore, is no trivial choice, and once made cannot be undone.
TENETS OF COMMAND
Obedience. A leader must know what it is to follow. You have vowed to uphold the will of whomever or whatever you are permanently sworn. Be it a nation, a person, or a contract, you will never break from their demands.
Initiative. You are not a drone waiting for orders upon high. You must always see the shifting situation and adapt quickly to take advantage. Sometimes this means being front and center, and sometimes this means playing a supporting role or biding your time. But you are never passive or aloof.
Accountability. Your power enables you take control of the field in unique and powerful ways. This power is not to be made light of or abused. If things go wrong, it is your failure.
Indomitable. When the only path is forward and through, you walk straight and steady. When the decision to act is made, you will not be made idle. When you are the only thing between danger and the one you swore to protect, you are the sea that will drown any threat. Only death will stop you from fulfilling your oath, and even then you will remain standing.
Oath Spells
3rd-level Oath of Command feature
You gain oath spells at the paladin levels listed in the Oath of Command Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Command Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
3rd-level Oath of Command feature
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Commanding Strike. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action to embolden your allies to instantly act against that target as well. Choose a number of willing creatures up to your proficiency modifier. These creatures immediately use their reactions to either move up to their maximum speed directly towards the creature you damaged without incurring any opportunity attacks from this movement, or they can make a single attack against the creature as if it was an opportunity attack.
Voice of Authority. When you cast a spell that forces one or more creatures to make a Wisdom save, you can use your Channel Divinity as a bonus action to impose disadvantage on their roll.
Aura of Command
7th- and 18th-level Oath of Command feature
Your presence on the field inspires your allies to overcome adversity. You or any ally that is within 10 feet of you can use their reaction to make a saving throw to end a single effect currently affecting them, adding your Charisma modifier (minimum of +1) as a bonus to their saving throw. The effect can only be something that has a regular saving throw to overcome its effects.
At 18th level in this class, the range of the aura increases to 30 feet.
That's an Order
15th-level Oath of Command feature
You have become a masterful tactician of the battlefield. As a reaction, you can call out to a number of willing creatures up to your proficiency modifier who can hear you to either make a weapon attack or move up to half their movement speed in any direction they are capable. You choose which action is taken by each creature.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
It Ends Here
20th-level Oath of Command feature
You can channel the power of your oath to bind all those within 30 feet of you to your fate. As a bonus action, you can force all creatures within 30 feet of you to make a Wisdom save that they can choose to fail. If they fail, they cannot willingly leave your 30 foot radius unless you move yourself out of range. As part of the same action, you can choose a number of creatures up to your Charisma modifier (minimum of 1) including yourself to gain advantage in all attack rolls and saving throws for the duration of the effect but they must remain within 30 feet of you at all times to maintain the bonus. This effect ends if you are incapacitated or if there are no enemies within 30 feet of you under the effect that are not incapacitated.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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