Base Class: Paladin
Tenets of Jones
The sacred code of the Oath of Jones is not drawn from holy scripture or celestial decree, but from the teachings, behaviors, and visionary lifestyle of Vic Jones himself. Though each follower may interpret his gospel in their own way, all who swear the Oath of Jones share these core beliefs.
Be Honest. Even when the truth hurts.
Only Kill in Self Defense. No vengeance. No aggression. But don’t hesitate when cornered.
Never Use Magic for Evil. Trickery is not evil. Intent is everything.
When in Doubt, Trust the Ants. They always know.
Make the World a Better Place, No Matter the Cost. Even if it means tearing it down and rebuilding it as a franchise.
Channel Divinity
Guided Deal
You can use the ants for reconnaissance, striking with (seemingly) supernatural accuracy or conviction.
When you make an attack roll or Persuasion check, you can use your Channel Divinity to gain a +10 bonus to the roll.
You make this choice after you see the roll, but before the DM says whether it hits or fails.
Come to Jones
You can use your Channel Divinity to draw someone to your cause.
As an action, you can say the words, "Come to Jones" to a creature within 10 feet of you that shares a language and can hear you.
That creature must make a Wisdom saving throw, and does so with advantage if you are fighting it. If it fails its saving throw, it is charmed by you for 1 minute, or until you or your allies attack it, damage it, or force it to make a saving throw.
The charmed creature regards you as a friendly acquaintance. While charmed, you may ask the creature a single question, which it must answer truthfully. When the effect ends, the creature doesn't know why it held you in such regard or made such a slip of the tongue. If it succeeds on its saving throw, the creature knows you tried to enchant it.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Jones
| Paladin Level | Spells |
|---|---|
|
3rd |
[Tooltip Not Found], Command |
|
5th |
|
|
9th |
[Tooltip Not Found], [Tooltip Not Found] |
|
13th |
|
|
17th |
Aura of Conviction
Starting at 7th level, your unwavering belief in the truth of your path exerts a subtle pressure on those around you. Your presence is calm, focused, and resolute—so much so that it unsettles those whose purpose is less certain.
Enemies who cluster together in your presence feel their instincts waver, their judgment fray. They begin to doubt, to second-guess—not because of anything you say, but because of who you are.
Faith in Numbers
You have advantage on melee attack rolls against any creature that has one or more allies within 5 feet of it.
Shred of Doubt
When a creature within 5 feet of you misses you with a melee attack, you may use your reaction to force that creature to reroll the attack against another creature of your choice within 5 feet of them.
The effect fails if the attacker is immune to being charmed. You may use this 3 times per short or long rest.
Unshakable Purpose
Your connection to the ants and the code of Jones makes your convictions nearly unbreakable. You are immune to being charmed or frightened.
Incarnate of Jones
You become a living embodiment of the Jonesian way. As an action, you can enter a state of perfect resolve for 1 minute. During this time:
-
You gain resistance to all damage.
-
Your melee attacks deal an additional 1d10 acid or psychic damage.
-
Allies within 10 feet gain advantage on saving throws against being charmed or frightened.
Once you use this feature, you can’t use it again until you finish a long rest.
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