Base Class: Paladin
Followers of tenets of the Oath of Majesty are relatively new, but seek to carry out a significant impact. This oath emphasizes being a central source of hope, awe, and grandeur. It holds three core principles, each strengthening the other.
TENETS OF MAJESTY
Presence. Form and show a commanding, respectful, and elevating presence, in both aesthetics and in character. Let no one see potential in your appearence or acts, but only the maximum ability or look possible.
Reputation. Be such a force in your area and region that your reputation proceeds you. Have your feats shared, and your accomplishments celebrated by sharing of your actions, with witnesses and sources.
Inspiring. Share your presence as a inspiration, having all marching with you towards your cause. Empower others without the risk of exposing or minimizing yourself.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Majesty Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Majesty Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
3rd-level Oath of Majesty feature
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Moved by Presence. You can use your Channel Divinity to invest into those around you with the striking power of your presence. As an Action, you can choose a number of creatures you can see within 30 feet of you up to your Charisma modifier (minimum of one creature). For the next 10 minutes, you and the chosen creatures gain a bonus to skill checks using Charisma equal to your Charisma modifier.
Weight of Comparison. Your existence is enough to cause doubt in the ability of lesser enemies. As an Action, enemy creatures within a 10-foot radius of you must make a Wisdom saving throw against your spell save DC. On a failure, affected creatures roll with disadvantage on their next roll, superseding any other effects on the roll. Creatures who fail or miss on the next roll with this effect keep the effect on future rolls, lasting until they succeed or hit, or at the start of your next turn, whichever comes first.
At 18th level, the radius increases to a 30 feet.
Persistent Invigoration
7th-level Oath of Majesty feature
At 7th level, you emanate an aura that fills you and your companions with unnatural determination to emulate your greatness, allowing you to withstand and rebuff effects against you.
At the start of your turn while you are conscious, if you are effected by a condition other than Exhaustion, you may roll a save against a condition of your choice effecting you against the DC that applied it, removing the condition if you succeed.
In addition while you are conscious, conscious allies within 10 feet of you gain this effect to roll against a condition of their choice applied to them other than Exhaustion, either at the the start of their turn or when they enter the area of the aura, once per turn for each ally.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Admirable Recovery
15th-level Oath of Majesty feature
At 15th level, once per short rest, if you fail an ability check or saving throw using Charisma, you can instead choose to succeed.
Majestic Manifestation
20th-level Oath of Majesty feature
At 20th level, you become fully embodied in your majesty, presenting yourself as the pinnacle of form and presence. As a Bonus Action, you gain the following benefits for 1 minute:
- You gain the effects of the Enlarge aspect of the enlarge/reduce spell. This can not be dispelled.
- You and allies within 30 feet of you make ability checks and saving throws using Charisma with advantage.
- Once per turn when you hit an enemy creature with a melee attack, they must roll a Charisma save against your spell save DC, becoming frightened of you until the start of your next turn if they fail.
- Once per turn when you get hit with a attack from a enemy creature, that creature must roll a Charisma save against your spell save DC, becoming charmed of you until the start of your next turn if they fail.
Once you use this feature, you can’t use it again until you finish a long rest.
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