Base Class: Paladin
Paladins that take this oath are steadfast members of their party that serve to be the pillar of their piers. They are able to augment their faith and tactical knowledge to augment their friends fighting potential on the battlefield. Or in the absence of allies become a powerful shock force able to breach most defensive lines with their tough and durable defensive magics. These paladins inspire hope and courage in their fellow warriors as they adapt to the changing demands of battle.
Unusual tactics
These paladins engage in atypical combat and have adopted the ability to use their weapons in a new fashion.
Bond with weapon
You may choose a weapon that you posses and become bonded with the weapon. The bonded weapon gains the finesse weapon characteristic.
Additionally you are able to know the direction of the weapon as an action.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As a bonus action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also can also do divine smite on a ranged weapon attack, though the damage dice is reduced to a D6.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Embolden the bold.
As a bonus action, you present your holy symbol and speak a prayer. A number of creatures of your choice (up to your Charisma modifier) that you can see within 15 feet of you gain a +2 bonus to AC and temporary hit points equal to your Paladin level at the start of each of their turns.
This effect ends early if you fall unconscious.
At 15th level, the range of this ability increases to 30 feet.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Drilled Focus
Starting at 7th level, you and friendly creatures within 10 feet of you have the ability to use a bonus action to reload their weapon instead of an action while you are conscious.
At 18th level, the range of this aura increases to 20 feet.
Additionally as an action you may use the help action to grant advantage to up to your charisma modifier number of friendly creatures using ranged weapons within your aura on their next attack as you direct their fire more arcuately and with discipline.
Unrelenting justice
Beginning at 15th level, Your righteous and divine magical defenses have become so effortless to maintain in the face of evil that you are always under the effects of mage armor. If you are wearing armor that you are proficient in; you are instead under the effects of Shield of faith.
Additionally you may choose one of these two options after a long rest:
1) your divine smites from ranged attacks now also do a d8 instead of an d6 and improved smite also triggers on ranged weapon attacks.
2) When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC until the start of your next turn or a +4 bonus to saving throws until the start of your next turn, you can use this feature a number of times equal to your spell casting modifier until you long rest again.
Avatar of Ben
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
In addition, for the duration, you can focus the light into a Sunbeam spell attack, if you do the aura drops for that round
In addition, for the duration, you have advantage on saving throws against spells cast by fiends, undead, and vampires.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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11/2/2025 2:02:58 AM
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