Paladin
Base Class: Paladin

Oath of the Dragoon

Oath of The Dragoon requires a paladins who seeks to be a radiant pillar of support in battle. Those who would bravely charge into enemy ranks for the sake of their allies. These warriors are closely bonded with their steeds and become true vehicles of destruction in war.

Paladins who have taken this oath differ from cavaliers and other beast masters by treating their mounts as an extension of themselves for better or worse. When mounted or near their charge, they are a source of cover and protection. Men and women of this caliber are always aiming to be the brightest light before, during and after the darkest night.

TENETS OF THE DRAGOON

A paladin who takes this oath must share it with those they would call allies.

Strength in companionship. We are our strongest when we work together.

Defend the line. Support those who risk their lives.

First in, last out. With force of finese, finish what is started.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Dragoon Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Dragoon Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Unshakable Bond. You can use your Channel Divinity to reinforce the bond between you and the last friendly creature you mounted. Using your action, your smites now affect ranged attacks for 10 minutes. While this ability is active, both you and your bonded creature have advantage on any spells or effects which would cause you to dismount or become separated more than 5ft. It ends early if you or your mount are ever separated by more than 10ft.

Marked Foe. As a bonus action, you can mark a creature you can see within 30 feet of you, using your Channel Divinity. The creature has disadvantage with all attacks that don’t target you for 1 minute or until you drop to 0 hit points or falls unconscious. If they manage to successfully strike anyone but you, you have advantage on your next attack against them.

Aura of Relief

Starting at 7th level, you and friendly creatures within 10 feet of you or your summoned steed gain a bonus to ranged attacks equal to your charisma modifier (minimum +1).

At 18th level, the range of this aura increases to 30 feet.

Cavalry's Charge

Starting at 15th level, your enemies learn to fear you and your trusty steed. While mounted, when you take the Attack action, you can use your bonus action to allow your mount to make one attack with its reaction. If your steed moved 20ft before the attack, you can add 1d12 to the damage roll. When you use this feature these attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Winged Hussar

At 20th level, you and your steed become beacons of hope for your allies. When you first mount your steed for the day you gain the following benefits:

  • Your steed has resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  • Both you and your mount sprout small magical wings (An additional pair appear if either of you already have wings). You and your steed no longer take fall damage and have doubled jump distance.
  • Whenever a creature hits you or an ally you can see within 30ft with an attack, you can use your reaction to cause it to take 20 radiant damage.

If you dismount your steed, you lose this feature until you finish a long rest.

Previous Versions

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