Base Class: Paladin
The Oath of Duty binds paladins to the commitment they made when they swore allegiance to the military they are a part of. Unlike other paladin oaths, a paladin of the Oath of Duty does not follow a deity or otherworldly being, but rather the ideals of their unit, more significantly their general. They put their nation and flag first, and religion second. Paladins of the Oath of Duty spend their days committed to their commands from the top, and will often be one of a team, a troop or battalion of paladins and fighters with the same ideals.
TENETS OF DUTY
A paladin who has sworn the Oath of Duty is bound by contract to uphold the following ideals as heroes of the nation they fight for.
Commitment. Understand the task you have been given. Do not move on until you have accomplished what you have set out to do.
Honor. Adhere to a strict set of values and morals that make up your personal code. Revere these values with your life, as you are a model of heroism.
Order. Chaos is the lack of balance and understanding in the world. Fight to preserve that balance and understanding. Know when to use your words versus your blade.
Channel Divinity Options
Upon taking the Oath of Duty at 3rd level, you gain two Channel Divinity options.
Daunt the Enemy. You may use your action to sound off a war cry that intimidates your enemies. Each humanoid within 30 ft. of you who can see or hear you must make a Wisdom saving throw against a DC of 10 + your Charisma modifier. On a failed save, the creature is turned for one minute or until it takes damage.
A turned creature must spend its turns moving as far away from you as it can, and cannot willingly enter a space within 30 ft. of you. For its action, the creature can only use the Dash action or try to escape whatever effect is preventing it from moving. If the creature can not move, it can instead use the Dodge action.
Comrades in Combat. As a bonus action, you can select one willing creature within 20 ft. of you. You and this creature acknowledge the bond of battle and gain advantage on all weapon attack rolls for 1 minute, as long as you remain within 20 ft. of each other for the duration of the minute.
This channel divinity ends early if you separate beyond 20 ft. before the minute is up.
Oath of Duty Spells
At the listed paladin levels, you gain the following spells.
Oath of Duty 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 |
Soldier's Training
When you reach 7th level, you are able to make use of your soldier's training and become more effective in manipulating your enemies in combat. The following benefits become available to you, three of which you can take:
Halting Attack. When you hit a creature with an opportunity attack, the creature's movement is impeded and becomes 0 for the rest of their turn.
Swift Attack. You become swifter at your attack, and can make two opportunity attacks between each of your turns rather than one for the cost of your reaction.
Save from Attacks. Whenever a creature's opportunity attack against you requires you to make a saving throw, you get advantage on the saving throw.
Stronger Attack. Whenever you hit with an opportunity attack, you can add an extra 1d6 to the damage total. This becomes 2d6 at 15th level.
Aimed Attack. You gain advantage on all opportunity attacks you make.
Aimed Attack
You gain advantage on all opportunity attacks you make.
Halting Attack
When you hit a creature with an opportunity attack, the creature's movement is impeded and becomes 0 for the rest of their turn.
Save from Attacks
Whenever a creature's opportunity attack against you requires you to make a saving throw, you get advantage on the saving throw.
Stronger Attack
Whenever you hit with an opportunity attack, you can add an extra 1d6 to the damage total. This becomes 2d6 at 15th level.
Swift Attack
You become swifter at your attack, and can make two opportunity attacks between each of your turns rather than one for the cost of your reaction.
Human Shield
At the 15th level, when you are within 5 ft. of an enemy and another enemy makes a ranged or spell attack against you, you can use a reaction and grab the nearer enemy to use as a human shield and have them take up to 3 times your paladin level in damage that you would normally take from the attack. You only take any damage above the threshold that the human shield takes.
Once you use this ability, you can not use it again until after a long rest.
True Soldier
When you reach 20th level, you have truly captured the essence of what it means to be a soldier. Once per long rest, as a bonus action, you can turn the tides of battle and gain the following benefits for one minute.
You gain 20 temporary hit points at the start of the minute.
You gain an extra action each turn that can only be used to attack.
Your movement speed increases by 10 ft.
You emit a 30 ft. radius aura of confidence. You and all allies in the range are resistant to psychic damage while in the aura.
Your improved divine smite becomes even more improved and each hit does an extra 2d8 radiant damage instead of the normal 1d8.
Previous Versions
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8/12/2020 6:26:56 PM
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