Base Class: Paladin
Long ago, before the Great Ruin, The Unity Knights were once known as Bridge Knights, protectors of the Great Bridge for the Cokians. Unfortunately, the storm destroyed the Great Bridge and they had no more will to fight. They forsook their Oaths and the great Bridge Knights were no more. They have now resurfaced, naming themselves the Tempest Knights. Wielding ungodly strength and fury, their fervor is unmatched.
Immortal Words
To wield such power, their convictions must align with the Ideals of the Order
First Ideal: Life Before Death, Strength Before Weakness, Journey Before Destination
Second Ideal: I will Unite Instead of Divide
Third Ideal: I will take responsibility for what I have done. If I must fall, I will rise each time a better person
Fourth Ideal: I accept that in order to come together, I will have to fall apart
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
First Ideal. As a bonus action, you take a deep breathe and suck in the magic around you, using your Channel Divinity. For one minute, you gain temporary hit points equal to half your paladin level plus your profeciency bonus. If you are missing any of these hit points at the start of your next turn, you regain the missing hit points.
Unite Them. As an action, you can form a connection with a creature where none could possibly be formed, using your Channel Divinity. You can touch a creature you are familiar with and gain a +5 bonus to any persuasion and insight checks made to influence the creature for the next ten minutes. If you do not share a language with this creature, you can converse in a tongue the creature is familiar with.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Unity Spells
| PALADIN LEVEL | SPELLS |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Second Ideal
By 7th level, your connection to the Reeping's storm has given you the ability to manipulate the gravity around you. The area within 10ft of you is considered difficult terrain. Additionally, when a creature first enters your reach, it must make a Strength saving throw or be knocked prone.
Third Ideal
Starting at 15th level, your connection to the Reeping has made the power of enemy strikes much less effective. You are resistant to Bludgeoning, Piercing, and Slashing damage. In addition, you can use your reaction to redirect ranged attacks within 60ft of you to attack you instead.
Unity
At 20th level, you can bind the very realms together. Using your action, you summon a pillar of light that binds all known realms into one. For one minute, you and your allies within 60ft of you gain the following benefits:
- You and your allies deal a critical hit on a 18-20.
- Enemy creatures within 60ft of this effect have disadvantage on attack rolls, disadvantage on you and your allies spells, and are vulnerable to damage done by weapon attacks and spells.
Once you use this feature, you can’t use it again until you finish a long rest.
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