Paladin
Base Class: Paladin

Oath of Community

"Alone, we falter. Together, we endure."

Paladins who take the Oath of Community dedicate themselves to the strength of unity, believing that true power comes not from individual might, but from the bonds between people. These warriors do not fight for personal glory but to shield and uplift those around them. Whether defending their clan, their city, or their fellow adventurers, they stand as unwavering protectors, ensuring that no one is left behind.

For an Oath of Community paladin, honor is found not in solitary heroics, but in the resilience of a people standing together. They embody the ideals of loyalty, mutual aid, and the belief that a single spark can ignite a fire, but only together can it become an unbreakable forge.

Tenets of Community

Paladins who swear this oath follow these guiding principles:

  • Stand Together. Strength is found in unity. Protect and support those who fight beside you.
  • Shield the Weary. Defend those who cannot defend themselves, and never turn your back on those in need.
  • Forge Bonds, Not Chains. True leadership comes from trust and respect, not fear or domination.
  • Legacy Through Others. The greatest mark you leave on the world is not what you build alone, but what you build together.

Level 3: 3. Oath of Community Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Community Spells table, you thereafter always have the listed spells prepared.

Oath of Community Spells
Paladin Level Spells
3 Protection from Evil and Good, Shield of Faith
5 Aid, Zone of Truth
9 Speak With Dead, Sending
13 Mordenkainen's Private Sanctum, Guardian of Faith
17 Commune, Flame Strike

Level 3: 3. Protective Ward

You can use a Magic Action and spend your Channel Divinity to create a magical ward on yourself or an ally within 60 feet. The ward lasts until you finish a Long Rest and has Hit Points equal to twice your Paladin level + your Charisma modifier.

Damage Absorption: Whenever the warded creature takes damage, the ward absorbs the damage instead. If the damage exceeds the ward's HP, the remaining damage is taken by the creature.

No Resistances or Vulnerabilities: The ward does not benefit from any resistances or vulnerabilities the creature has.

Smite Restoration: Whenever you hit a creature with any Smite, the ward heals for half the damage dealt.

Maximum Capacity: The ward’s HP cannot exceed twice your Paladin level + your Charisma modifier.

Persistent Magic: If the ward reaches 0 HP, it disappears, but the magic remains. The next time you use any Smite, the ward reactivates with HP equal to half the damage dealt.

 

 

Level 7: 7. Aura of Vizier

You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.

Level 15: 15. Shielding Presence

Your divine aura extends its protection to those around you. When an ally within your Aura of Protection takes damage, you can use your Reaction to take the damage instead.

  • If you have your Protective Ward active on yourself, it absorbes the damage first.
  • This damage bypasses any resistances or immunities you have or your ally has.

Level 20: 20. Beacon of Unity

At 20th level, your divine presence empowers your allies, binding them together in unbreakable unity. As a Bonus Action, you can awaken this power for 10 minutes. Once used, you can't do so again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Empowered Healing: When you hit a creature with a Smite, a number of allies equal to your Charisma modifier (minimum 1) gain Temporary HP equal to half the damage dealt by the Smite spell you used.

Bound by Faith: Allies within your aura can’t be charmed, frightened, or forcibly moved against their will. Additionally, any ally you choose within your aura can cast Divine Smite using your spell slots, but only once per turn. This does not require any action or reaction from you.

Stand as One: If an ally within your aura would drop to 0 HP, they instead drop to 1 HP. Each ally can only benefit from this effect once. You can use this feature a number of times equal to your Charisma modifier (minimum 1), but each use must apply to a different ally.

Your divine presence turns the battlefield into a sanctuary, where the strength of the community holds firm against any threat.

20. Beacon of Unity

At 20th level, your divine presence empowers your allies, binding them together in unbreakable unity. As a Bonus Action, you can awaken this power for 10 minutes. Once used, you can't do so again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Empowered Healing: When you hit a creature with a Smite, a number of allies equal to your Charisma modifier (minimum 1) gain Temporary HP equal to half the damage dealt by the Smite spell you used.

Bound by Faith: Allies within your aura can’t be charmed, frightened, or forcibly moved against their will. Additionally, any ally you choose within your aura can cast Divine Smite using your spell slots, but only once per turn. This does not require any action or reaction from you.

Stand as One: If an ally within your aura would drop to 0 HP, they instead drop to 1 HP. Each ally can only benefit from this effect once. You can use this feature a number of times equal to your Charisma modifier (minimum 1), but each use must apply to a different ally.

Your divine presence turns the battlefield into a sanctuary, where the strength of the community holds firm against any threat.

Activate Beacon of Unity

Empowered Healing: When you hit a creature with a Smite, a number of allies equal to your Charisma modifier (minimum 1) gain Temporary HP equal to half the damage dealt by the Smite spell you used.

Bound by Faith: Allies within your aura can’t be charmed, frightened, or forcibly moved against their will. Additionally, any ally you choose within your aura can cast Divine Smite using your spell slots, but only once per turn. This does not require any action or reaction from you.

Stand as One: If an ally within your aura would drop to 0 HP, they instead drop to 1 HP. Each ally can only benefit from this effect once. You can use this feature a number of times equal to your Charisma modifier (minimum 1), but each use must apply to a different ally.

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