Base Class: Paladin
The Oath of Patriotism is a commitment to honoring your country and comrades. To bring pride to one's people and nation is to bring pride to yourself. You accept the role of the figurehead in order to spearhead those counting on you to a better future, even if you have to mercilessly trample over those in your way.
TENETS OF THE PATRIOTIC
A paladin who assumes the Oath of Patriotism swears to safeguard their nation from outside threats.
Loyalty. Never accept gifts or favors from those who despise the ones you love. Stay true to your order, your comrades, and your duty.
Support. Recognize your comrades' strengths and weaknesses, and guide them to maximize their potential, even if you personally disagree with their methods. The benefits they may provide outweigh your personal belief.
Vigilance. You must stay alert and informed to potential threats looming across the horizon, and be ready to lay down your life to combat these threats.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Heroism Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Heroism Spells
|
PALADIN LEVEL |
SPELLS |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Brave Assault
You invoke a reckless spirit of bravery within yourself to recklessly rush down an enemy at the cost of leaving yourself more open to attacks afterwards.
Starting at 3rd level, once per long rest, you can double your walking distance, gain advantage on hitting your first attack with martial weapons, and double damage you deal by this attack. After attacking, as a bonus action, you can disengage and move up to 20 feet. Until your next turn, you lose 3 AC and enemies who target you have advantage.
Starting at 10th level, you can use Brave Assault up to a number of times equal to your Charisma modifier per long rest.
Specialty Training
Starting at 7th level, you have become prepared to expect the unexpected and react accordingly. Once per long rest, you can add your Paladin level to an ability check or saving throw you made, but before you know the outcome.
This increases to twice per long rest at 15th Level.
Heroic Inspiration
Starting at 15th level, you learn how to give inspiring speeches to raise the morale of your comrades, blessing them with benefits and bravery.
As an action, you can give a motivational speech, giving up to eight creatures of your choosing within a 30 foot radius of you 2d10 heroism dice. A creature can use one heroism die as a reaction to increase their AC by that amount rolled after they know whether the attack hit or not, or increase the number rolled on a failed saving throw by the amount they rolled on the heroism die. The heroism dice expire after 1 hour.
In addition, you gain expertise in Performance.
You cannot use Heroic Inspiration again until the dawn of the next day.
Commanding Aura
At 20th level, your tactical wit and love of you comrades manifests itself in an aura devoted to commanding your allies in the best way that you can.
As an action, you bestow an aura of confidence and loyalty into up to six creatures of your choosing. For 10 minutes, the chosen creatures gain the following benefits:
- They gain advantage on making any ability check or saving throw you or they have proficiency in.
- You can use a bonus action in combat to activate Commander's Target. Commander's Target places a target on a creature until the start of your turn. While a creature is targeted, all attacks from your chosen creatures targeting the creature have advantage, and ignore resistance and immunity to bludgeoning, slashing, and piercing damage from nonmagical weapons.
Once you use this action, you can't do so again until you complete a long rest.
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