Paladin
Base Class: Paladin

The Oath of Bahamut is based on justice, nobility, protection, and honor. These paladins uphold the highest ideals of honor and justice. They are constantly vigilant against evil and oppose it from all fronts. They vow to protect the weak, liberate the oppressed, and defend just order. Followers of this oath advocate a "greater justice" that includes fighting against evil and toppling oppressive regimes.

Paladins of this oath follow an adaptation of the Ptarian Code, a draconic code of honor created by the gold dragon Ptaris in the ancient past. Originally intended as a code of conduct for the lords who attended the King of Justice, the Ptarian Code eventually was adopted by many gold and silver dragons. The Ptarian Code was similar to the codes of chivalry adopted by knightly orders of humanity. It included paying homage to Bahamut, as well to the draconic deities Lendys and Tamara. The major tenets of the adapted version are:

  • Justice and good above all.
  • Honor and fealty to the King of Justice.
  • Honor and respect to righteous innocence.
  • Honor and duty to the Balancer (Lendys), to Her Mercy (Tamara), and to the Justicemaker (Bahamut).
  • Honor and protection to the weak and oppressed.
  • Honor and correction to the enemies of justice and good.
  • Honor and forbearance for oneself.

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. 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.

Channel Divinity

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

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Bahamut's Diplomacy. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Bahamut Spells

Aura of Fealty

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

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

Bahamut's Sight

Beginning at 15th level, you are always under the effects of a see invisibility spell.

Dragonborn of Bahamut

At 20th level, you can assume certain features of a Dragonborn of Bahamut. Using your action, you undergo a transformation that lasts for 1 hour, gaining the following benefits:

  • Platinum dragon-like wings sprout from your back and grant you a flying speed of 30 feet.
  • Legendary Resistance (1 use). If you fail a saving throw, you can choose to succeed instead.
  • Healing Touch (1 use). You touch another creature within 5 feet of you. The target magically regains 40 hit points. In addition, all diseases and poisons affecting the target are removed.
  • Radiant Breath (Recharge 6). You exhale fiery radiance in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking 8d10 radiant damage on a failed save, or half as much damage on a successful one. When you use this action, you can choose up to three creatures in the cone. These creatures take no damage from the radiance and instead regain 4d10 hit points each.

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

Oath Of Bahamut Image

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