Base Class: Paladin
Paladins who swear the Oath of Unity value the strength of community, striving to become a symbol a population can rally under. Often they are gladiators, entertaining and uniting the populace through their performance in combat. Those who swear this oath are among the most charismatic of paladins, swaying whole crowds of people with their words.
Though the exact words and strictures of the Oath of Unity vary, paladins of this oath share these tenets.
Together we stand. Know that strength comes from unity.
In pride we fall. Rally the people under your name out of selflessness.
Open your heart. None are undeserving of compassion, even your greatest foes.
Level 3: Oath of Unity Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Unity Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Sanctuary, Bless |
| 5 | Warding Bond, Enthrall |
| 9 | Beacon of Hope, Spirit Guardians |
| 13 | Confusion, Compulsion |
| 17 | Hallow, Mass Cure Wounds |
Level 3: Motivational Presence
As an action, you speak and instill the courage of a crowd into the hearts of those who trust you, using your Channel Divinity. Choose a number of allies equal to your Charisma modifier + your Proficiency bonus that are within 60 feet of you that can hear you. Chosen allies add your Charisma modifier on their next attack or saving throw.
Rally The Crowds
As an action, you raise your weapon high and utter words of courage, rallying others to your cause, using a Channel Divinity. Each creature that can understand the language you speak within 60 feet of you must make a Wisdom saving throw. On a failure, the target must use its movement to move towards you. A creature can repeat the saving throw at the beginning of its turns. Additionally, a creature can choose to willingly fail it. Emboldened by your words, neutral bystanders can, if the DM judges it appropriate, be motivated to fight alongside you, where they become considered as an ally. This effect ends after a minute, or, in the case of an enemy, until it takes damage.
Level 7: Galvanizing Cheers
Starting at 7th level, you learn to channel the cheers of a crowd into divine power. When you can hear a number of creatures equal to 10 - your Charisma modifier (minimum 1) chanting your name, your Divine Smites deal an additional 1d8 of Radiant damage. At 18th level, this becomes 2d8.
Additionally, when addressing a crowd of at least 10 - your Charisma modifier (minimum 1), you have advantage on all Charisma checks.
Level 15: Empowering Rally
Beginning at 15th level, any neutral bystanders affected by your Rally The Crowds Channel Divinity gain a + 2 to their AC as well as temporary hit points equal to your Charisma modifier + your Paladin Level. Additionally, your Charisma modifier is added to their attack rolls and their melee weapon attacks deal an additional 3 (1d6) radiant damage.
Beacon of Unity
At 20th level, you can summon a 20 ft tall billowing flag of pure divine energy above you and take on an appearance of your choice, embodying your cause and all those rallied under it. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
Under the Flag. All allies with a 15 ft radius of you gain the effects of a Heroism spell.
Unbreakable Spirit. You gain a number of temporary hit points equal to the number of people you have united under a common cause over the course of your adventures, rounded up to the nearest multiple of 5, with a minimum of 5 and a maximum of 50.
Martyr. If you are reduced to 0 hit points or killed, all of your allies that are on the same plane as you gain the benefits of your Motivational Presence Channel Divinity.
Previous Versions
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