Paladin
Base Class: Paladin

Not to be confused with Paladins that take up an Oath of Conquest, or of the Crown, those that take up the Oath of Sovereignty are rulers by right. The Paladins of this oath are crown princes and princesses that have had to flee their land ahead of an invasion, war chief's sons and daughters whose family has usurped command of a tribe, and even petty lords or ladies that have had their land and title bought from under them, by the guile of an ambitious merchant. These examples listed here are not the only ones, but the theme is inherent throughout: all Paladins that have sworn an Oath of Sovereignty have a rightful claim to a land, throne, or people, or all of these, or any combination thereof; they have been deposed, slighted, or shamed in some way. These warriors are imperious, commanding respect, and demanding fealty from the low-born around them, by birthright, and also divine right. These warrior's words are charged with magic, but to think that they only know how to use their tongues would be a mistake. In order to take back what is rightfully theirs, they require strength of arms and flawless combat prowess; many of these characters have a master-of-arms that fled with them, that have taken the young Paladin under their wing to teach them the intricacies of martial arts. These re-claimers and their instructor are often taken in and hidden by a jolly and drunken friar, a fastidious monk, or a pious abbot, who trains and educates them in their Oath and prayers. These are suggested additions to an Oath of Sovereignty Paladin's background.

For a real world example of the kind of character this will be, look no further than Julius Caesar, who was imperious and intelligent. Caesar crossing the Rubicon is the exact image one should have in their mind when playing this character.

A fictitious example of this type of character is any rightful heir whose family was deposed, and went on to reclaim their title, land, or throne that is theirs by right of birth and god, eg. God-Kings and God-Emperors, as well as characters like Paul Atreides, also known as Muad'Dib, from Dune.

The Count of Monte Cristo is another example, though he would also fall into the subclass for an Oath of Vengeance Paladin. He was wrongfully accused by his friend, jailed, and had to fight to reclaim his rightful title and his loving wife.

 

Tenets of Sovereignty

The Tenets of the Oath of Sovereignty affirm the Paladin's desire to reclaim their birthright, by diplomacy or violence.

Remember. I have a goal I must see through to the end. Though the years pass, I will never forget what I am struggling for.

Endure. The best way to eventually take back what is mine is to remain alive. I am most dangerous to my enemies beaten, but alive, rather than dead.

Embrace Humility. Recruit the low-born, and do not shy away from doing commoners work. Every person I gain sympathy from is an ally to my cause.

Resolve. Many may fight and die for my cause. I cannot lose my way halfway, or their sacrifices will have meant nothing.

Reclaim. My rightful place is as the lord of my people, protecting and managing them. They look to the future and whisper in dark corners about their desire for my return. It is my sacred duty to deliver them from their illegitimate masters.

Oath of Sovereignty Features

Paladin Level | Feature

3rd                   | Oath Spells, Channel Divinity

7th                   | Aura of Sovereignty (10 ft.)

15th                 | Heavy is the Head (He Who Passes the Sentence)

18th                 | Aura of Sovereignty (30 ft.)

20th                 | God-King

Oath Spells

Paladin Level | Spells

3rd                   | Hellish Rebuke, Compelled Duel

5th                   | Suggestion, Silence

9th                   | Mass Healing Word, Tongues

13th                 | Compulsion, Guardian of Faith

17th                 | Commune, Geas

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Subjugate the Masses

You can use your Channel Divinity to gain the ability to cast the Command spell as a first level spell, at-will, as a bonus action, without expending spells slots until the start of your next turn. The Command spell is also always prepared, and doesn't count against the number of spells you can prepare each day.

Upon reaching 9th level, the target of a Command spell using this feature need not speak your language or even understand speech in order to be affected by your Command.

Upon reaching 13th and 17th level, you gain the ability to cast Command as a 2nd level spell and a 3rd level spell respectively, with all the other benefits this feature brings.

Draw Battle Lines

You can use your Channel Divinity to declare ownership of an area. Any creatures you deem hostile within that area are dealt with harshly.

When you use your Channel Divinity, choose a point within 60-ft. You draw Battle Lines around a 30-ft radius sphere centered on that point, and declare it as "yours." For the next 10 minutes that area is under the following effects:

  • Hostile creatures within that space must make a Wisdom saving throw against your spell save DC.
  • A creature that fails their saving throw is ejected from the space you declared as your Battle Lines, to the closest safe location outside of them. Creatures outside of your Battle Lines, ejected or otherwise, can enter them, however they move at half their speed, and take damage equal to your CHA modifier, per round.
  • A creature that succeeds on the saving throw takes damage equal to your CHA modifier while inside, ignoring the other effects.

Each specific creature can only be ejected from your Battle Lines once per long rest.

Aura of Sovereignty

Beginning at 7th level, you exude an aura of dominion. Hostile creatures within 10ft of you have disadvantage to save against compulsion/charm/etc spells cast or used by you.

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

Heavy is the Head (He Who Passes the Sentence)

On reaching 15th level you gain the ability to command those under your rule to die, however doing so taxes your mind and your heart.

You may choose, for your compulsion/charm/etc effect spells, to not give secondary saving throws for damaging a creature who is under the effect.

Also, creatures under these effects can now be given orders that would go against their better instincts/judgement, such as: allowing themselves to be beheaded, attacking their allies, injuring themselves.

When using this ability, you take 1D6 psychic damage for each attack you or an ally make that hits a creature under the effects of your compulsion/charm/etc spell, and/or for each order given that goes against the creature's better instincts/judgement.

God-King

At 20th level, you radiate the awesome presence and force-of-will of a God-King.

For the next 10 minutes upon using this ability:

  • All attacks by you that hit creatures that you have put under a compulsion/charm/etc. effect(s) are critical hits
  • Your [Draw Battle Lines] Channel Divinity now has a radius of 50ft, and the damage per round for being in the area increases to be your Paladin level + CHA modifier in damage.
  • Attacks and spells that target allies within the area of your [Draw Battle Lines] Channel Divinity have disadvantage. Allies within the area have resistance to non-magical piercing, bludgeoning, and slashing damage in the case of a weapon attack, or in the case of a spell/effect, it causes no damage on a successful save, or half as much on a failed save.

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

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