Paladin
Base Class: Paladin

The Oath of Majesty holds paladins to the highest standard. Their physicality, morality, skills, and devotion are expected to remain at the highest level of polish and perfection. Only when one is at their peak can they begin to foster the brilliance of others. Oath of Majesty paladins use their brilliance to embolden their allies and influence their enemies. Few can resist the charm and radiance of one sworn to the Oath of Majesty. Oftentimes paladins who swear this oath come from high places. They are often associated with royalty or nobility, but it is possible for anyone to rise to the lofty standards set by this path.

Tenents of Majesty

The Tenents of Majesty dictate poise and composure so that a paladin can wholly embody the idea of inspiration they're sworn to carry.

Presence. Be known. Let your allies feel safe in your presence, and let your enemies feel swayed to join you.

Polish. A paladin can only be taken seriously if they take care of their equipment.

Poise. You are a bastion of inspiration for your allies, a swaying force for your enemies. You must carry yourself as such for it to be true.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Emboldening Brilliance. As an action, you can present your holy symbol and become cloaked in a shroud of shimmering radiance. A number of creatures up to your charisma modifier within 30 feet of you that can see you become immune to the Frightened condition and the Charmed condition for 1 minute. If a creature you choose within range that can see you is already affected by such conditions, the condition ends immediately. Additionally, the chosen creatures are also inspired to bolster their attacks. The creatures you chose gain advantage on a number of attack rolls equal to half of your charisma modifier, rounded down (minimum of 1). If the advantage is not used within 1 minute, it fades.

Influential Majesty. Using your bonus action, your presence becomes undeniable. You gain advantage on all Charisma checks and Charisma saving throws for 10 minutes. Additionally, during this time, creatures attempting to resist a charming effect put forth by you do so with a negative penalty equal to your charisma modifier, minimum of 1.

Enthralling Force

At 7th level, you can use your action to invoke a nearly irresistible charm to take place. By using an elegant turn of phrase or manifesting a righteous physical appearance, you can force a creature within 60 feet of you who can see or hear you to make a charisma saving throw against your spell save DC. On a failed save, the creature becomes Charmed by you for 1 minute. It can repeat this save at the end of each of its turns. While charmed by you in this way, the creature must use its turn to move as close to you as it can. This charm ends if the creature takes damage. You can activate this feature a number of times equal to your charisma modifier (minimum of 1). You regain all expended uses upon completing a long rest.

 

Aura of Majesty

At 15th level, your ability to influence the decisions and emotions of another creature becomes even harder to resist. As long as you aren't Incapacitated you emit an aura forcing creatures within 10 feet of you to roll saving throws to resist a charm effect put forth by you at disadvantage.

Undeniable Majesty

At 20th level, your ability to influence others through innate majesty becomes undeniable. When a charm effect that you have placed on a creature breaks prematurely (the creature succeeds a saving throw, takes damage, etc.) you can use your reaction to make that creature to take 6d8 psychic damage and make a saving throw (dictated by the specific charm that was affecting it). If the creature fails, the charm persists. 

Oath Of Majesty Image

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