Paladin
Base Class: Paladin

The Oath of Wonder calls upon paladins to protect the joy and innocence of those who still hold onto it, and to bring hope into the lives of those that don't have it. They seek whimsy and fun, not afraid to break a few rules to provide people with such pleasures. They are slow to anger, but quick to action at those who cause misery or apathy.

TENETS OF WONDER

Though not as restrictive as some paladins', these tenets are necessary to follow for a Oath of Wonder paladin.

Hope. Though it may be a grim, thin hope, let people know that they do not live in vain.

Innocence. Protect the joyous youthfulness of those whose eyes and hearts have not been sullied by cruelty.

Expression. Do not let stoicism and apathy prevail over the power of self-expression.

Fun. What is there to seek in an oath that provides no joy or satisfaction?

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Enrapturing Words. You can use your Channel Divinity to give a creature disadvantage on attacking you for 1 minute. You also have advantage on Charisma (Persuasion) and Charisma (Deception) rolls while conversing with the effected creature.

Hand of Hope. You can use your Channel Divinity to give a creature advantage on Constitution saving throws and death saving throws for 10 minutes.

Aura of Guile

Starting at 7th level, whenever you and friendly creatures within 10 feet of you make a Dexterity check, you and the creatures gain a bonus to the check equal to your Charisma modifier (minimum of +1).

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

Trick of Protection

Starting at 15th level, after casting an illusion or abjuration spell, you can choose to teleport up to 20 feet to an unoccupied space that you can see.

Guiding Hope

At 20th level, you become an unparalleled symbol of hope. As an action, you can magically become an avatar of hope, gaining the following benefits for 1 minute:

  • You have immunity to the charmed and frightened conditions.
  • When you hit a creature with a weapon attack on your turn, the next attack roll made against the creature before the end of your next turn has advantage.

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

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