Base Class: Paladin
Paladins who choose to devote themselves to following the commandments of the Angel of the Seven Heavens hold themselves to a higher level of conviction than most Paladins. While Law and Order are core tenets of the Paladin way of life, one who devotes themselves to Bahamut knows that Justice is not blind, and not all Law is just. Fearsome on the battlefield, and a savior to all those in need, the Oath of Bahamut Paladin embodies the tenets of The God of Dragons.
Choosing to walk the path of Bahamut is not for the weak of heart or mind. To be devoted to The North Wind is to understand that while Law and Order as concepts are inherently good, such is not always the case in practice. Upon taking this Oath, a Paladin must be ready to stand against Law when it is unjust. Stand opposed to Order when it is corrupted or oppressive. Protect the innocent from Justice where it is unwarranted. One must be willing to stand up above others and call out even members of their own Orders when they stray from the path of Righteousness.
Not all Law is Good, and not all Good is Lawful.
(Requires worshipping the God of Dragons, Bahamut)
Tenets of Bahamut:
-Uphold the highest ideals of Honor and Justice.
-Be constantly Vigilant against Evil and oppose it on all fronts.
-Protect the weak, Liberate the oppressed, and Defend just order.
-Be not afraid to Defend the innocent when Law is being abused.
Oath Spells
3rd-level Oath of Bahamut feature
You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Bahamut 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 Bahamut feature
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
Justice of the Righteous. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action to invoke Bahamut, and deal an additional 2d8 + your class level to a target and knock them back 10 feet.
Aura of the Just
7th- and 18th-level Oath of Bahamut feature
You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren’t incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.
When you reach 18th level in this class, the range of the aura increases to 10 feet.
In Defense of All
15th-level Oath of Bahamut feature
You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range.
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.
Justice Incarnate
20th-level Oath of Bahamut feature
You can empower yourself with the might of Bahamut as a bonus action, you gain the following benefits for 1 minute:
- You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
- Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
- If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.
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.