Paladin
Base Class: Paladin

The Oath of the Crown is sworn to a sovereign, to a royal court. The paladins who swear this oath dedicate themselves to serving the society of their ruler, and they are the loyal knights that swear fealty to their king or queen’s name and ideals. More often than not, paladins who take this oath are members of an order in service to a specific sovereign or family line, though in some rarer cases they may be part of the royal family themselves, a prince sworn to uphold everything their family has built. 

Tenets of the Crown

Loyalty. Your word is your bond. Without loyalty, oaths to your sovereign, to your superiors, are all meaningless.

Courage. You must be willing to do what needs to be done for the sake of those you serve, even in the face of overwhelming odds. If you don't act, then who will?

Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations as a knight.

Oath Spells

You gain oath spells at the paladin level levels listed.

Spell Level

Spells

1st

command, bane

2nd

hold person, aid

3rd

fear, slow

4th

confusion, resilient sphere

5th

dominate person, hold monster

Crown's Envoy

Beginning when you first pick this oath at 3rd level, you gain proficiency in the Persuasion if you don’t have it already, and your proficiency bonus is doubled for all checks with it.

In addition, you have advantage on any ability check related to recall information on your own court or use your rank as a knight within your own court. 

Channel Divinity

Also at 3rd level, you gain the following two Channel Divinity options. 

Royal Command. As a bonus action, you issue a word that compels other creatures to stop at your command, expending your Channel Divinity. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, for up to 1 minute, the creatures can't willingly end their turn more than 20 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature ends their turn more than 20 feet away from you.

Champion’s Challenge. As a bonus action, you can compel an enemy to battle with you and you only, expending your Channel Divinity. Choose one creature you can see within 15 feet of you to succeed on a Charisma saving throw. On a failed save, for up to 1 minute, the creature can’t attack a creature other than your nor cast a harmful spell that doesn’t target you. If you end your turn more than 10 feet away from the creature or you deal damage to another creature or target them with a harmful effect, the effect ends. 

Aura of Resolve

At 7th level, you emanate an aura of royal resolve while you aren’t incapacitated. You and creatures within 10 feet of you have advantage on saving throws against being charmed, paralyzed, stunned or mind controlled in any way. At 18th level, this aura increases to 30 feet.

Turn the Tide

At 15th level, as a bonus action, you can emit a rallying cry, a royal pulse of magic. Until the end of your next turn, the radius of your auras by 10 feet, and hostile creatures affected by your Channel Divinity features have their speed reduced by 5 feet and any damage they deal is reduced by 1d4.

In addition, immediately when you activate this feature, allies within your Aura of Resolve regain hit points equal to 1d12 + half your Paladin level (rounded down), and they can  attempt and roll a saving throw to break out of a feature or effect they’re affected by. This saving throw is determined by the feature or effect.

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

Eminent Knight

By the time you’ve reached 20th level, you can use your action to become a bastion of regal power. For 1 minute, you gain the following benefits:

  • The radius of your auras increases by 15 feet.
  • You can’t be affected by spells of 5th level or lower unless you wish to be.
  • At the beginning of your turn, you gain 2d12 temporary hit points.

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

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