Paladin
Base Class: Paladin

A Paladin who swears the Oath of Fellowship sacrifices their own glory to give divine purpose and power to a group of comrades. You swear this oath in conjunction with a group of others, and though they may not be paladins, they are nevertheless like-minded peers.

Taking the Oath of Fellowship requires one to seek fellowship with others. If at any time, they have no companions, they lose these features until they gain one. This companion can be any creature, from an animal to another player character.

Tenets of the Fellowship
The goals of any specific fellowship may vary, and they may resemble the tenets of other Paladin Oaths, but loyalty to other members of the oath group is of prime importance.

Loyalty. The group of people you pledge your devotion to are your kin, your brothers and sisters in arms, and you will stand by each other in the darkest of times, giving your life for one another if need be.

Solidarity. You are joined with your brothers and sisters in a common cause. You must remain loyal to this cause in order to remain loyal to your group.

Responsibility. You are responsible for fulfilling your duties to the group who can impose penalties on those who stray from their obligations.

Oath of Fellowship Spells

 You gain oath spells at the paladin level listed.

Paladin Level Spells
3rd Heroism, Purify Food and Drink
5th Prayer of Healing, Enhance Ability
9th Aura of Vitality, Revivify
13th Guardian of Faith, Locate Creature
17th Rary's Telepathic Bond, Teleportation Circle

Channel Divinity

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

Pack Tactics. As an action, any member of your oath group can rally the others, granting them Advantage on attack rolls against a creature for the remainder of combat if at least one of the group is within 5 feet of the creature and the ally isn't incapacitated.

Rebuke the Outsider. When a creature you can see hits a member of your group with an attack, you can use your reaction to cause the creature to make a Wisdom saving throw. The creature takes 2d8 radiant damage on a failed saving throw, and half as much damage on a successful one. You can use this feature once per member of your group, once per day. You regain expended uses after a long rest.

Aura of Unity

Starting at 7th level, you can enter a pact with allies within 15 feet. All allies affected can make saving throws using another creature's modifier, and share a pool of HP from which any damage or healing is subtracted or added.

Once active, this link persists through the encounter. At the end of the encounter, the percentage of damage taken by the whole group is calculated and subtracted from the HP of all creatures who participated in the lifelink.

Strength in Numbers

Beginning at 15th level, members of your oath group, at the beginning of their turn in combat, regain hit points equal to the number of other oath group members within 5 feet of them (up to a maximum of 8).

Leader of the Pack

At 20th level, your oath group, using their reactions simultaneously, can take on an intimidating aspect that marks each of them as part of the same team. You take on an aspect that is somewhat more pronounced, as you’ve made this oath your life. Members must be within 30 feet of you when this feature is activated, but as long as they are within 30 feet of any other member afterward, they gain the following benefits for up to one minute:

  • An additional 10 feet of movement per round.
  • +5 to initiative checks.
  • Advantage on all saving throws.
  • You, as the paladin that binds the group, gain Advantage on all ability checks.

This feature can only be used once and is regained after you have completed a long rest.

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