Base Class: Paladin
The Oath of Giving is a rare binding to see on a paladin, tying one's life to the kindness in their heart. Those that follow the Oath of Giving can often be found parading through impoverished areas, healing the sick and protecting those in need while striking down those that harbour evil within them. Some have even admitted to sneaking through towns at night, leaving presents and gifts in people's homes.
TENETS OF GIVING
Though the exact words and strictures of the Oath of Giving vary, paladins of this oath share these tenets.
Kindness. Being kind to those that deserve it is always important, and being kind to those that don't is even more so.
Joy. The light of happiness can purge all evil, so one must do all they can to lift the spirits of those around them.
Protection. Those that are naughty must be shown the error of their ways, and those that strive to hurt the nice must be put down.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Giving Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Giving Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Fog Cloud, Sanctuary |
| 5th | Detect Thoughts, Knock |
| 9th | Counterspell, Gaseous Form |
| 13th | Guardian of Faith, Locate Creature |
| 17th | Teleportation Circle, Wall of Force |
Helping Hand
When you take this oath at 3rd level, you are a paragon of kindness and support, helping your allies through all of their good deeds. You gain the Guidance and Vicious Mockery cantrips, and they do not count against your spells known.
In addition, you are adept at making toys, clothing, or some other kind of gift. You gain proficiency with two sets of artisan's tools of your choice.
Channel Divinity
Also at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Jolly Laugh. You can use your Channel Divinity to empower your voice, emboldening your allies with mirth. As a bonus action you can laugh, and each creature you choose within 30 feet of you becomes immune to being Charmed and Frightened for 1 minute, and gain temporary hit points equal to your paladin level.
Tree of Festivity. You can use your Channel Divinity to summon a spectral pine tree, surrounded by glowing gifts. As an action, you summon a large ghostly tree in an unoccupied space within 10 feet of you. Allies within 5 feet of the tree can use their action to unwrap a present and roll on the table below for their gift. The tree and gifts last for 1 minute. The tree has an amount of gifts equal to your proficiency bonus. If the gift forces a saving throw, it is made against your spell save DC.
| d6 | Effect |
|---|---|
|
1 |
The ally receives a stuffed bear, happily waddling next to them. They gain resistance to the next damage type they are hit with, including the triggering instance. |
|
2 |
The ally receives a twirling ballerina doll, dancing around them. Their movement speed increases by 10 feet, and they do not provoke opportunity attacks. |
|
3 |
The ally receives a wooden spider, skittering alongside them. They gain a climbing speed equal to their walking speed, and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving their hands free. |
|
4 |
The ally receives a small snowman, bouncing behind them. hostile creatures that make an attack roll against them within 30 feet must make a Dexterity saving throw or take 2d6 cold damage. |
|
5 |
The ally receives a little wooden dragon that flies alongside them, breathing fire on their enemies. When they make an attack roll against a target, the target must also make a Dexterity saving throw or take 2d6 fire damage. |
|
6 |
The ally receives a wooden knight, their shield painted a vibrant silver as they stand alongside them. They gain a +2 bonus to their AC and Dexterity saving throws. |
Aura of Merriment
Starting at 7th level, whenever you or a friendly creature within 10 feet of you makes an ability check, the creature gains a bonus equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Naughty or Nice
At 15th level, you can see into the hearts of others, knowing who has been naughty and who has been nice. You automatically know the alignment of creatures within 10 feet of you. In addition, you can embolden or hinder creatures, depending on the darkness or light within them. As an action, you can choose a creature within 10 feet of you. They must make a charisma saving throw against your spell save DC or be targeted by an effect below for 1 minute, depending on their alignment. A creature can willingly fail this saving throw.
| Alignment | Effect |
|---|---|
| Lawful Good | The creature gains advantage on Intelligence, Wisdom and Charisma saving throws. |
| Neutral Good | The creature gains advantage on Strength, Dexterity and Constitution saving throws. |
| Chaotic Good | The creature can add your Charisma modifier to their attack and damage rolls. |
| Lawful Neutral | The creature becomes immune to being Blinded, Deafened and Paralyzed. |
| Neutral | No effect. |
| Unaligned | No effect. |
| Chaotic Neutral | The creature has disadvantage on saving throws against being Charmed and Frightened. If they are usually immune to one or both of these conditions, they aren't until this effect wears off. |
| Lawful Evil | The creature has disadvantage on ranged attack rolls. |
| Neutral Evil | The creature takes an additional 1d8 radiant damage when they are hit by an attack. |
| Chaotic Evil | The creature takes an additional 2d8 radiant damage when they are hit by an attack. |
You can use this ability an amount of times equal to your Charisma modifier (minimum of 1) per long rest.
Spirit of Festivity
At 20th level, you can channel the joy and kindness of you and your allies, becoming a spirit of festivity and merriment. As an action, you can magically become an avatar of cheerfulness, gaining the following benefits for 1 minute:
- You become see-through and gain incorporeal movement with a flight speed equal to your walking speed for up to 1 minute. You can move through other creatures and objects as if they were difficult terrain, but you will take 5 (1d10) force damage if you end your turn inside an object. During this time you can also see 60 feet into the Ethereal Plane.
- You can teleport up to 120 feet away from you as a bonus action.
- You and allies within 60 feet of you regain an amount of hit points equal to your Charisma modifier (minimum of 1) at the start of each of your turns.
- You have advantage on attack rolls against creatures that have these alignments: Chaotic Neutral, Lawful Evil, Neutral Evil, Chaotic Evil.
Once you use this feature, you can’t use it again until you finish a long rest.
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