Paladin
Base Class: Paladin

You are a tactician and a master of combat, able to shift the tide of a battle with a few commands. You always strive to make each battle perfection, and issue commands to your allies as much as to your enemies, moving them as if chess pieces, in order to fulfill your vision of absolute martial perfection.

Tenets of Command

Example: Being a commander is not only issuing orders, it is also leading by example. You shall not ask your comrades to do anything you would not do yourself.

Preservation: Your comrades are your shield, your sword and your family. You shall always do your utmost to make them fight at their best and without unnecessary risks.

Meaningful victory: Each battle is a test. You shall not blindly push on into a fight clearly lost. Retreat is a tactic for a future victory.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Command 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.

Commanding Presence: As an Action in your turn, you can choose a number of creatures within 30 feet of you equal to your CHA modifier and force them to move 10 feet in any direction you choose, potentially provoking attacks of opportunity. Should the movement force them in an area of environmental danger (for example off a cliff, into a pool or river of lava or acid) the target can take a WIS saving throw against your Paladin Spell Save DC. On a successful save they terminate the movement in the closest unoccupied space to the edge of the environmental danger, while on a failed save they perform the movement as instructed by you.

Guiding Smite: As an Action on your turn you can perform a single weapon attack which will benefit from the same effects as your Smite feature as if a 2nd level slot was used, furthermore, on a hit, the next attack on the target is performed with advantage.

Aura of Guidance

Starting at 7th level, you constantly emanate a commanding aura while you’re not incapacitated, pushing your allies not to stop for any reason. The aura extends 10 feet from you in every direction, but not through total cover.
Friendly creatures within the aura gain a bonus to all saving throws and checks to avoid being restrained and to their initiative roll equal to your CHA modifier.
At 18th level, the range of this aura increases to 30 feet.

Commanding Speed

Starting at lvl 15 you are always under the effects of the Longstrider spell ass if cast at level 1.

Absolute Command

Starting at lvl 20, as an Action in your turn, you issue your ultimate command with booming voice. For a number of rounds equal to your CHA modifier, any creature in a 30 foot radius from you is affected as follows:

  • On each of their turns, you and each friendly creature within the area can take one additional Action;
  • At the beginning of their turn, each hostile creature within the area must make a WIS saving throw against your Paladin Spell Save DC or not take any Action on that turn.

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