Base Class: Paladin
The Oath of Gallantry is an oath of the modern era. Standing against the notion of heavily armored knights serving a liege lord, paladins of this oath often come from the common folk, wielding weapons and flair of the new age to defend those who cannot defend themselves. Armed with lethal agility, ranged weaponry, and larger-than-life personalities, they fight to push back the darkness and protect the most vulnerable of the world. Sometimes called champions or powder knights, these paladins never back down from a challenge, never ignore a person in need, and always fight to inspire as much as win.
Tenets of Gallantry
A paladin who takes this oath has the tenets of gallantry ingraved into their first weapon:
Inspire the Weak - Always stand up for those who cannot stand up for themselves.
Face the Tall - Never back down from a challenge, and always face them with a smile.
All For One - Stand by your allies. Those united in purpose cannot fail.
One For All - Show honor and fairness to all, even those deemed undeserving.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Gallantry Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Gallantry Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Guiding Bolt, Heroism |
| 5th | Calm Emotions, Misty Step |
| 9th | Beacon of Hope, Haste |
| 13th | Freedom of Movement, Guardian of Faith |
| 17th | Dispel Evil and Good, Mass Cure Wounds |
Channel Divinity
3rd-level Oath of Gallantry feature
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Challenge and Promise. You use your Channel Divinity to assess those in front of you. As a bonus action, choose a creature and one characteristic of your choice (Dexterity score, Charisma score, or Constitution score). The DM tells you if the creature is equal, superior, or lesser to you in that area. You can then choose to give yourself advantage on Charisma (Persuasion) or Charisma (Intimidation) checks against that creature for one minute.
Guardian's Leap. Immediately after hitting a creature with a ranged attack, you can use your Channel Divinity as a bonus action to move up to 30 feet towards the creature and make a melee attack against them as part of the same action.
Gallant Weaponry
3rd-level Oath of Gallantry feature
Starting at 3rd level you have proficiency with firearms.
Vanguard's Riposte
7th-level Oath of Gallantry feature
At 7th level, when another creature hits you with a melee attack, you can use your reaction to reduce the damage by 1d10 + your paladin level. If you reduce the damage to 0, you can make a weapon attack against the attacker, ignoring any disadvantage for being within 5 feet of them. Once you've used this reaction to attack a creature, you cannot attack them with it again until you complete a long rest.
Stand Together
15th-level Oath of Gallantry feature
At 15th level, you've learned how to inspire your allies to stay on the feet when they'd otherwise fall. When an ally within 30 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to let that ally drop to 1 hit point instead. Once you use this feature, you can't use it again until you complete a long rest.
Eternal Vanguard
20th-level Oath of Gallantry feature
At 20th level, you can assume the form of a true hero of the people, one that can stand against any evil that'd come their way. As a bonus action, you gain the following benefits for 1 minute:
- If you and a creature in your aura are forced to make a saving throw, so long as they succeed, you succeed as well.
- If a creature misses an attack against a creature you've hit on your last turn, they can use their reaction to automatically hit instead.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Previous Versions
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