Base Class: Paladin
When wars arise, dedicated men and women are called to take on the mantle of leadership. These paladins carry the weight of their allies’ burdens, and the conviction of their cause. They will give their lives for king and country, fighting on the fields in place of those who cannot or will not.
Many Oath of War paladins swear fealty to a kingdom, or are pledged to a god of war who has taken an interest or a liking to a certain region. Either way, these sacred generals lead entire battalions to victory with holy magic and gusto.
These Paladins share the following tenets:
• Strive to better yourself and your comrades.
• Never abandon your charge, and punish those who do.
• In peace, be honest and just. In war, be fierce and determined.
Level 3: Forward March
As a Magic action, you can spend a use of your Channel Divinity to bestow divine initiative to a number of creatures, including yourself, up to your Proficiency Bonus within 30 feet. For 1 minute, or until you use this feature again, those creatures can move through Difficult Terrain without spending extra movement, have Advantage on saving throws to avoid or end the Grappled and Restrained conditions, and will not provoke an Opportunity Attack by movement, so long as they’ve made an attack roll or forced a saving throw at least once on their turn.
Level 3: Oath of War Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of War Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Command, Heroism |
| 5 | Enhance Ability, Hold Person |
| 9 | Haste, Magic Circle |
| 13 | Divination, Freedom of Movement |
| 17 | Dominate Person, Hold Monster |
Level 3: Tandem Strike
When you hit another creature with an attack roll, you can spend a use of your Channel Divinity to inspire an ally that can see you within 60 feet to make one Weapon or Spell attack against a creature within range. This attack doesn’t spend the ally’s Reaction.
Level 7: Aura of Valor
Allies starting their turn in your Aura of Protection or entering it for the first time on their turn receive a bonus to their next attack roll before the start of their turn equal to your Charisma modifier.
Level 15: Inspiring General
You can inspire your allies to victory. When an allied creature you can see within 60 feet fails a d20 Test, you can use a Reaction to add your Charisma modifier plus your Proficiency Bonus to the roll, potentially turning it into a success.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain one expended use of this feature when you finish a Short Rest, and all expended uses when you finish a Long Rest.
Level 20: Divine General
As a Bonus Action you can magically don yourself in a divine armor, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it 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).
Holy Bulwark. You count as Three-Quarters Cover to allied creatures within 5 feet of you.
Divine Repel. You have Resistance to all damage types except Force and Psychic.
General’s Smite. When you cast Divine Smite, it is Immune to Counterspell and it deals Radiant damage to each creature of your choice within 5 feet of the target equal to half the damage dealt to the target.
Previous Versions
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6/17/2025 12:26:35 AM
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