Base Class: Paladin
The Oath of Unity is the principle oath that paladin’s of Aom take. Aom, being the monotheistic One God of the Aomian Theocracy, selects champions within the nation. Such individuals use her power to keep peace in Aomia, and carry the One God’s union to other people. These paladins train in various forms of emotion-quelling magic and powerful magic that attempts to bind.
Tenets:
Singularity-- Individuals have talents and powers within them. You must encourage others to follow, demonstrate, or otherwise show off their prowesses.[br]
Community-- The health and welfare of everyone is paramount. You must volunteer yourself to be an asset to your local community, you must demonstrate understanding for the issues of your greater community, and you must crush any attempt at harm upon the global community.[br]
Self-- As a chosen of The One, you must, above these last three tenets, improve yourself. Ensure that the welfare of yourself is in top fighting form. Ensure you are important, and an individual.
Channel Divinity
When you take this oath at 3rd level, you gain the following channel divinity options.
Beckon the Pagan: As an action, you may use your holy symbol and pray to Aom, targeting a hostile humanoid within 30 feet of you. The target must succeed a Wisdom saving throw against your spell save DC. On a failure the target is considered charmed by you and your allies for the next 24 hours. You may use this feature again to prematurely end the charm. The creature may reattempt the saving throw if it suffers an attack from you or witnesses an ally being attacked.
Cradle the Believer: You may use your channel divinity to withdraw an ally from danger. As a reaction, you can use this feature to pluck an ally you can see within 60 ft of you through the Ethereal Plane near instantaneously. The target must be willing to be pulled, if not they must succeed on a Charisma saving throw against your spell save DC. The target does not provoke opportunity attacks this way, and will shed any external debris that you deem to remain behind.
Oath Spells
You gain the following spells at the levels listed.
3rd Illusory Script, Healing Word
5th Calm Emotions, Suggestion
9th Beacon of Hope, Blink
13th Divination, Arcane Eye
17th Planar Binding, Modify Memory
Shelter the Faithful
Starting at 7th level you may choose a number of targets equal to your Charisma modifier once per long rest. For the next hour they are considered sheltered. If they are reduced to 0 hp from any incoming source of physical damage while sheltered they may drop to 1 hp instead. This effect ends if you are reduced to 0 hp.
Armor Communion
Starting at 15th level as an action you can bathe an ally in a radiant manifestation of your armor. For the next 30 minutes their armor class becomes equal to yours. You regain this feature after a short rest or greater.
Avatar of Aom
At 20th level you may assume the form of a herald of Aom, bestowing the following effects upon you for one minute:
- You may teleport to an ally within 60 ft. of you as your movement.
- You gain a flying speed of 30 ft.
- Enemies within 10 ft. of you must pass a wisdom saving throw against your spell save DC. On a failed check they are charmed by you. They must make these saving throws at the end of their turn. They cannot reattempt the save to end the charm until this feature concludes.
Previous Versions
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6/9/2020 3:19:48 AM
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6/9/2020 3:29:16 AM
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