Base Class: Paladin
Tenets of Command
Since the dawn of civilization the oath command and it's tenets have been upheld by many glorious generals and heroes, emphasizing leadership and the sacrifice of the individual for the whole
Lead with confidence an army that does not act is not powerful no matter how large or well trained, so lead without hesitation
Lead with intelligence an undisciplined army will fall to its own rashness before it falls to the enemy, so lead with intelligence and discipline, for they are different than hesitation
Lead by example followers become like their leader, so act as you want your soldiers to, with dignity, respect, and strength
Rise to the Top gain as many supporters and followers as possible for the more people you have behind you the more powerful you are and the more capable of achieving you become
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Conquest Spells
| Paladin Level | Spells |
|---|---|
| 3rd | guiding bolt, command |
| 5th | aid, suggestion |
| 9th | Haste, spirit guardians |
| 13th | dominate beast, compulsion |
| 17th | Hold monster, dominate person |
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.
Commander's Will you may use a bonus action to give one creature can see (other than you) advantage on attack rolls against another creature within 30 feet of you for the 1 minute
Strength in Numbers you may use an action to create pool of create a pool of temporary hit points equal to ((your charisma modifier + your paladin level) x the number of allies within 30 feet) as part of your action you may allot the temporary hit points to creatures within range with no one creature allowed to receive an amount of temporary hit points greater than 2 x your paladin level
Rallying Strike
Starting at 7th level when you take the attack action you may use your bonus action to choose a creature within you can see. The chosen creature may use their reaction to make a single weapon attack or cast a cantrip that makes an attack. When a creature attacks in this way they may add your charisma modifier to the attack and damage rolls.
You may do this an amount of times equal to you charisma modifier per short or long rest
When you reach level 18 in this class the bonus to attack and damage rolls is doubled
Faithful Lieutenant
Starting at 15th level when you finish a long rest you may choose a creature as your lieutenant. Pick two of the following: Lay on hands, Divine smite, Aura of protection, Aura of courage, Cleansing Touch, Channel Divinity, or Rallying strike. Your chosen lieutenant may use the given abilities as if they were your paladin level, any feature that uses a modifier uses your modifiers, and any feature that uses a resource can either come from the same pool as if you used the feature or they can use their own pool of resources if they have the required resources.
Unstoppable Tactician
At 20th level you may use your action to activate unstoppable tactician for one minute. While under its effect you may use your action to take an action with any creature that can hear you using their features and not your own. If the creature is unwilling they may make a wisdom save against it. You may also use your movement to teleport any creature you can see an equal distance to the amount of movement you spent. You may also cast a spell through another creature as part of the spell's casting.
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