Paladin
Base Class: Paladin

The Oath of Diplomacy binds Paladins to the ideals of Justice and Peace. These Paladins are seen as armed adjudicators always on the side of fairness . They hold themselves to the highest standards of conduct, and some - for better or worse - hold the rest of the world to the same standards.

Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of personal virtue. Others hold the law itself as their ideal and incorporate images of balanced scales into their helmets or coats of arms.

These Paladins share the following tenets:

  • Bring justice to the realm
  • Protect the weak and never fear to act.
  • Seek nonviolent resolutions whenever possible

Level 3: Oath of Diplomacy Spells

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

Oath of Devotion Spells
Paladin Level Spells
3 Charm Person, Sanctuary
5 Silence, Misty Step
9 Tongues, Dispel Magic
13 Freedom of Movement, Charm Monster
17 Commune, Dominate Person

Level 3: The Pen is Mighty

Through years of study and practice, you have become an expert in negotiations. You know how, when and where to give the carrot or utilize the stick. You gain expertise in Persuasion and Intimidation.

Level 7: Aura of Diplomacy

Enemies that enter your aura must succeed a wisdom save or become Charmed. While charmed, the enemy sees you and your allies as friends. Condition ends upon being attacked by you or an ally. 

Level 15: Rebuke the Obstinate

Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies add your spellcasting modifier to damage and attack rolls while in your Aura of Protection.The aura has this benefit until the start of your next turn.

Level 20: Holy Nimbus

As a Bonus Action, you can imbue your Aura of Protection with holy power, 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 Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.

Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.

Sunlight. The aura is filled with Bright Light that is sunlight.

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