Paladin
Base Class: Paladin

Paladins of the Oath of the Pillar act precisely as their namesake: strong foundations and centers of their party who can support their allies in many fields. These paladins hone both their voice and knowledge, their two main weapons, and are characteristically wiser and more intelligent compared to other holy knights. Whenever they speak or act, they strive to have their knowledge and abilities be shared to all their allies around them, establishing constant growth and improvement. Likewise, these paladins also understand the importance of learning from their comrades, as these exchanges help strengthen both individual and the collective. These paladins are often the leaders of their respective parties or armies, otherwise they are still one of the most key members of any group. Thus, in order to keep supporting their allies, these holy knights also continually improve on themselves and become the sturdy pillars that can defend any formation even on their own. As an Oath of the Pillar Paladin, one is strengthened by their charisma and proficiency, important components of being an influential bastion for others.

TENETS OF THE PILLAR

A paladin who has made an oath to be their allies' pillar adheres themselves to these tenets.

Voice of Guidance. Your voice and conversation is a great weapon, inspiring your allies and impressing all those you meet.

Conduit of Knowledge. True knowledge does not make others feel inferior, but instead elevates the capabilities of everyone in the room.

One's Own Growth. In order to support your allies in their improvement, you must also make sure to always hone yourself.

Will to Weather. A pillar must be able to hold its own, not just one that strengthens others, but as a leader who can turn the tides.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Pillar Spells
Paladin Level Spells

3rd

bless, guiding bolt

5th

aid, enhance ability

9th

beacon of hope, mass healing word

13th

arcane eye, grasping vine (appears as a pillar)

17th

circle of power, Rary's telepathic bond

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Ice Breaker. As a bonus action, you channel your charismatic voice to support your allies. Up to ten other creatures of your choice within 60 feet of you that can hear you gain a bonus on attack rolls and saving throws equal to half your proficiency modifier for 1 minute.

Torch Bearer. As an action, you share your knowledge to temporarily enrich an ally's own. After talking to a humanoid of your choice for one minute, you can share with them one of two gifts: one spell from your Paladin spell list of a level up to half your proficiency bonus (only for fellow spellcasters, casting with their own spellcasting modifier) or grant them a bonus to one Charisma, Intelligence, or Wisdom skill equal to half your own bonus for that skill (minimum of 1). This knowledge stays with them for 1 hour.

Aura of Guidance

Starting at 7th level, your guiding voice and presence help your teammates in their endeavors. While you’re not incapacitated, you and creatures of your choice within 10 feet of you can roll a d4 and add the number rolled to one ability check as long as it is a Charisma, Intelligence, or Wisdom check. These checks can be either any of the skill rolls or rolls of those stats themselves. For this feature to be applied, you should be aware of the skill roll being performed and the ally should be able to at least see, hear, or feel your presence.

When you reach 18th level in this class, the aura affects creatures within 30 feet of you.

Channel of Exchange

At 15th level, you become in touch with your connections with an ally within your Aura of Guidance, allowing you to learn and gain support from them as well. You adopt a Fighting Style or any spell of a level up to half your proficiency bonus from their class spell list that they know, if any. Any preparation spells known must also have been prepared by the ally beforehand. Your spellcasting modifier for any adopted spell is CHA. At the same time, your ally gains 2d4 temporary hit points. The adopted knowledge and the temporary hit points both last for 8 hours. Once you use this trait, you can’t use it again until you finish a long rest.

Final Bastion

At 20th level, you fully own up to your role as the pillar that supports all of your allies as well as the hardy foundation that can still stand on its own. As an action, you become your party's final bastion to gain the following benefits for 1 minute:

  • At the every start of your turn, as well as when you activate this feature, you gain a bonus to your AC equal to the number of your allies who took hostile damage before your turn. This bonus resets right before your next turn, before a new bonus is added.
  • Allies and other friendly creatures within your Aura of Guidance can now also add a d4 to their attack rolls.
  • As a reaction, you can imbue all of your guiding aura to any one of your allies, in the same combat, who is about to attack. Their attack hits automatically and becomes a critical hit (limit of against one creature), as all of the effects of this feature end.

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

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