Base Class: Paladin
The Oath of Gallantry Calls a paladin to follow an exacting and headstrong martial tradition and to be a paragon of leadership, sacrifice, and valor. These paladins are always to be found in the spearhead of a charge, or at the heart of the fray, leading cavalry lances to devastate the enemy, or raising a quickly-formed militia to a quality to rival experienced men-at-arms. The paladins who swear this oath are avowed to always answer the call of duty, no matter how great the odds nor how severe the risk. Taking on the title of knight-gallant, or knight-errant if not promised to any single lord, these paladins ride out to directly combat the deadliest threats on the battlefield, striking them down and drawing their ire in order to protect their fellows.
Take in the Meek. Shelter those who are unable to defend themselves from tyrants and predators. Provide succor to those who have suffered at their hands.
Take up the Sword. Strike at evil wherever it is found and whatever form it takes, be it monster or king. Be bold in this endeavor; Be the first to the fray and never back down when lives are at risk.
Take on the Mantle. Develop and present present yourself as an exemplar of leadership and courage. Lead those who are willing to follow. Defend those under your charge with your life, and ask no man to bear wounds that you would not suffer yourself.
Take no excuses. Your actions or lack thereof are your responsibility alone. Let failure lie on your head, not your fellows nor your followers, and willingly suffer the consequences. Likewise, the actions of others are their own. Use mercy wherever wise, but never hesitate to mete out the consequences for wretchedness.
/* Designer's Note: removed automatic spell list inclusion in order to meet dnd Beyond linked content restrictions. */
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sallying Strike. As an action, you can brandish a weapon that you are holding and then vanish to deliver a series of decisive strikes. Choose a number of creatures within 30 feet of you up to your charisma modifier (minimum of 1). Make a melee spell attack against each target. On a hit, a target takes 3d10 + your paladin level radiant damage.
You then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. If you cannot do this, then you do not teleport.
Rallying Cry. As a bonus action, you as well as any number of friendly creatures within 30 feet of you to regain a number of hit points equal to your charisma modifier (minimum of 1). You and these creatures can also immediately use their reaction to move up to their movement speed without provoking attacks of opportunity.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Gallantry Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
zephyr strike, heroism |
|
5th |
misty step, aid |
|
9th |
thunder step, Crusader's mantle |
|
13th |
freedom of movement, mordenkainen's faithful hound |
|
17th |
steel wind strike, circle of power |
Aura of Intercession
Starting at 7th level, hostile creatures within 10 feet of you take psychic damage equal to you charisma modifier whenever they deal damage to one or more friendly creatures
At 18th level, the range of this aura increases to 30 feet.
Indomitable Vanguard
Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.
Venerated Exemplar
At 20th level, your rousing presence and indomitable pressure allow you to dominate the flow of battle. You can use your action to gain the following benefits for 1 hour:
Enemy creatures within 30 feet of you have disadvantage on attack rolls against targets other than you.
You and friendly creatures within 30 feet of you are always under the effect of a 1st level heroism spell.
You and friendly creatures within 30 feet of you gain a bonus to weapon damage rolls equal to your charisma modifier (minimum of 1).
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
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