Base Class: Paladin
The Oath of the Sage Sovereign is one known only to select organized religions and houses of nobility, typically ruling families. Sworn to protect those who can’t save themselves, and to inspire and lead their allies with intelligence and strategy unmatched, those of the Oath of the Sage Sovereign always end up finding themselves in a position of leadership, ready to face what evils the planes may throw at them.
Tenets of the Sage Sovereign:
The tenets of the Oath of the Sage Sovereign serve more outlines and recommendations to those who have sworn themselves, as those who have pledged themselves to the Oath of the Sage Sovereign already are proponents of justice and heroism, secure in their own beliefs. However, its main principles are shared amongst these three beliefs.
Strength in Unity. Only with true friends can victory be achieved. Share in moments of respite and bonding in order to grow relationships.
Strength in Loyalty. A chain is as strong as its weakest link. Nurture loyalty so that the chain of your allies shall never snap.
Strength in Acuity. The owl’s wisdom comes from both sight and mind alike. Train your mind as diligently as you sharpen your blade.
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity option.
Inspire the Loyal: As an action, you present your holy symbol and utter an ancient word of leadership. You can choose a number of allies, not including yourself, equal to your Wisdom modifier plus 1 (min of 2) to gain advantage on their next attack. This effect ends after the end of your next turn, or when they use the feature. It also ends if you fall unconscious or lose line of sight on your allies.
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 |
Sacred Sight
Sacred Sight:
Upon taking the Oath of the Sage Sovereign at 3rd level, your deity bestows a new blessing, one of sacred sight. Your perception of time alters, seeing things occur just a fraction of a second before they happen, with various weak points in your foes’ defenses almost whispered to you as they appear. You can use your Wisdom modifier, instead of Strength or Dexterity, for attack and damage rolls.
Aura of Leadership
Beginning at 7th level, your constant alert nature allows you to intervene when you see an attack headed for an ally. When within 20 feet of you, when an ally is hit with an attack, you can use your reaction to roll a d6. On a 5 or 6, the attack misses.
At 18th level the miss number increases to 4, 5, or 6.
Divine General
Starting at 15th level, your Inspire the Loyal Channel Divinity feature now gives advantage on all attacks until the end of your chosen allies’ next turns.
Stalwart Savior
At 20th level, you can activate the essence of divinity placed within yourself, assuming the form of an ascended version of yourself. For example, you may begin to slowly radiate a glowing light, your armor may become more extravagant in design, or your strikes might burst with a holy light. As an action, you may undergo a transformation lasting 1 minute in which:
- You can not be charmed, frightened, knocked prone, restrained, grappled, blinded, or deafened.
- While in an ally’s line of sight, they can’t be frightened, and Inspire the Loyal now affects all allies in a 60 foot range.
- When an ally would be reduced unconscious, you can use your reaction to instead leave them at 1 Hit Point.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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