Paladin
Base Class: Paladin

Oath of Friendship

When the gods have forsaken you, and you find yourself on the backfoot, backs pressed against the wall, your gaze turns to those who have carried you through trial and terror: your friends. A paladin who takes up arms in the name of this Oath does not turn their back on their allies, drawing power from their bonds to further empower and protect them.

Tenets of Friendship

Kindness. Inflict no cruelty upon another heart, no matter if it is perceived to be just or not.

Selflessness. There is no room for greed in a healthy bond. Tend to those you hold close before focusing on yourself.

Mercy. In a cruel world, there are so few opportunities for light to break through on broken people. Do not kill with reckless abandon; turn away from darkness those that can be saved through unexpected generosity, and stay the hand against those that surrender or flee.

Hope. Be the light you wish to see in this world. Always strive to keep the morale of your friends up, and never dampen their glow on purpose.

 

Channel Divinity

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

Emboldening Cry. As a bonus action, you let out an inspiring howl to rouse your friends to action! For the next minute, any ally that hears you will get to add their proficiency bonus and your Charisma modifier (minimum of +1) to their damage rolls.

Yearn Unfriend. As an action, you present your holy symbol and increase the circle of your friends for a time. Pick up to your Charisma modifier (minimum of +1) of enemies within 30ft of you. Each chosen creature must make a Wisdom saving throw. On a failure, each creature affected creature is considered an ally for 1 minute, and will fight again any unaffected enemies. While you can suggest courses of action, they will still operate independently and are not otherwise directly mind-controlled.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Friendship Spells

Spontaneous Aura of Kindness

Starting at 7th level, you and friendly creatures within 10 feet of you gain +1 AC for every friendly creature in your aura. As a reaction to a creature in your aura scoring a critical hit, your may spend a spell slot to add divine smite damage to their damage roll (the smite damage will be doubled as if it was part of the attack).

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

Unyielding Loyalty

Beginning at 15th level, you are always immune to charm effects, as well as other forms of mind control that would cause you to turn against your allies. In addition, you are resistant to psychic damage.

Call of Campanions

At 20th level, as an action, you can inspire your allies to be the best 'them' that they can be, allowing them to take on the forms of their ideal selves. For 1 minutes, they gain the following benefits:

  • They regain 10 + your Charisma modifier in hit points at the start of their turn.
  • They gain immunity to spell damage. You gain this benefit as well as long one affected ally is within 30ft of you.
  • They are treated as if under the effect of Haste, with the exception that the additional action may be used to cast spells.

You gain use of this feature after a long rest.

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