Base Class: Paladin
The Oath of the servant binds a paladin to the servitude of Grumble, god of henchmen and minions. Once a Kobold minion to a terrible master himself, Grumble only asks from his chosen few that they watch over their kind, the frail and subjugated. Underlings with cruel masters and slavers, shunned and overworked while keeping their dungeons and lairs running. Minions and henchmen are necessary to keep the balance of good and evil, and the permanent struggle of heroes and villains will always keep them well fed and topped up on coin. It is such that many of the smaller and more subservient races pray to Grumble, lest their master beat them again. Whether freeing them, hiring them, or getting them better conditions, it is the decree of Grumble that no minion may suffer unjust cruelty.
Those bound to this oath are often former minions and henchmen, races such as Kobolds, Gnomes, Goblins, Gith, Bugbears, and similar creatures. Those shunned by society and forced to break their bodies and minds in the employ of mad wizards in dungeons, suddenly finding themselves in a position to start fighting back. Very few of these paladins keep minions themselves, but when they do have such company they often regard them as allies, or even friends.
TENETS OF THE SERVANT
Though the exact words and strictures of the Oath of the Servant vary, paladins of this oath share these tenets.
Promise. Your duty is to your word, and a promise broken is a curse to Grumble.
Brotherhood. Henchman or slave, they are your brother in servitude. Treat them as you would beloved family.
Duty. Whether through running, hiding or lying, a minion must always return to their work on time.
Indentured Eye
From your experience having worked in maintaining, patrolling and even digging dungeons, you are very well versed in their make. You notice things about them that others would easily miss. You know from the make of a dungeon what creatures may inhabit it, and you can garner a rough estimate of areas opportune for traps and secret passages.
When checking for traps and secrets in places such as these, you have advantage on the roll and can add your proficiency bonus.
In addition, due to your requirements as a lowly minion, you were taught Prestidigitation and Mending to help you keep up with your daily duties. These are always prepared and do not count against your known spells. You also gain proficiency in Deception, after years of learning to lie about your shortcomings to cruel masters.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Servant 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
At 3rd level when choosing this oath, your years of subservience can now be wielded as a weapon and tool for others of your ilk. You gain the following two Channel Divinity options:
The Hand That Beats You. As an action, you present yourself in a friendly and caring manor, imploring minions and henchmen to your side. This only effects creatures or undead (not constructs, unless they have free will, such as Warforged) that can see you and are acting on behalf or under control (including charmed) by another creature that is currently within sight. The creature that commands them must make a Persuasion or Intimidation (Charisma) check against your spell save DC. On a fail, the minions will no longer feel obligated to follow their orders (thus breaking a charm effect) and may fight by your side if they choose to (DM's discretion). They will know if they were charmed and if you broke them free of it. If the master succeeds, the minions and henchmen will have disadvantage on attack rolls against you on their next turn.
Master's Favour. As a bonus action, you can protect your fellow minions and henchmen from harm, imbuing them with your loyalty and respect. Any amount of creatures up to your paladin level that you choose within 30ft of you (except yourself) gains 2d6 temporary hit points. These temporary hit points have resistance to the last kind of damage dealt to you.
This increase to 3d6 at level 7, 4d6 at level 15, and 6d6 at level 20.
Aura of Amity
At 7th level, you learn to affect an aura of command similar to your former master, though yours draws from kindness rather than cruelty. You and any friendly creature within 15ft of you is immune to being Charmed, and gain a +5 bonus to Charisma and Wisdom saving throws. This does not apply while you are Unconscious.
At 18th level, the range of this aura increases to 40 feet.
Grumble's Guiding Gaze
At 15th level, you have been blessed by the guiding hand of Grumble, shifting the flow of battle in you and your companion's favour. When you or a creature within 30ft of you fails an attack roll, you can use your reaction to send a plea to Grumble, allowing them to reroll. If this attack hits, it will deal additional damage depending on how low the previous roll was below the targets AC. For example, if they rolled a 12 and the targets AC is 16, if they hit on this attack it will deal an additional 4 damage.
This is a limited use ability, and has an amount of charges equal to your Charisma modifier + your proficiency bonus.
In addition, you gain access to the Guidance cantrip, and it does not count towards your known spells.
Master of Masters
At 20th level, your mere presence can cause other creatures and even undead to bow and fight for you, finally placing you as the master. You can use your action to gain the following benefits for 1 minute:
- You gain Truesight up to 20ft. You can also automatically detect if someone is lying intentionally.
- Any creature that hits you with an attack must make a Wisdom saving throw against your spell save DC, or be struck by an effect similar to the spell Command. The creature must fall prone and grovel to you, then end their turn. If they succeed, they will be immune to this effect on their next turn, but not the one after.
- Any corpses or piles of bones within 20ft of you to a maximum of 20 are instantly risen like that of Animate Dead. These undead are under your control in the same manor as the spell, except they will collapse back to their original lifeless state after 1 minute. They can be controlled on the same turn as using this action.
Once you use this feature, you can't do so again until you complete a long rest.
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