Paladin
Base Class: Paladin

Oath of the Dragoon

The Oath of the Dragoon requires a paladins who seeks to be a radiant pillar of support in battle. Often confused with regular cavalry, Dragoon set themselves apart by riding in the front just as easily as supporting from the back. These warriors when bonded with their steeds become true vehicles of destruction on the battlefield.

Paladins who have taken this oath differ from cavaliers and other beast masters by treating their mounts as an extension of themselves. When mounted or near their charge, they are a source of cover and protection to their allies. Men and women of this caliber are always aiming to be the brightest light before, during and after the darkest night.

TENETS OF THE DRAGOON

A paladin who takes this oath must share it with those they would call allies.

Companionship is strength. We are our strongest when we work together.

Defend the line. We are the backbone of any fight.

First in, last out. We finish what is started, with force or finesse.

Noble's obligation. We strive to be the best, obligated to defend the weak.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Dragoon Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Dragoon Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Unshakable Bond. As an action you touch a friendly beast, celestial, fiend or fey which you are currently mounting to create a powerful bond. For the next 24 hours, the creature's attacks count as magical and as weapon attacks you can smite through while you are mounting it. This effect ends early if you or the bonded creature willingly move more than 30ft apart.

Marked Foe. As a bonus action, you can mark a creature you can see within 120 feet of you, using your Channel Divinity. For the next minute, your ranged weapon attacks now benefit from smite and improved smite features. If the marked creature dies, you can move this mark to a different creature a number of times equal to your charisma modifier (minimum of 1).

Aura of Reenforcements

Starting at 7th level, the paladin, as well any friendly creatures within 10 feet of the paladin, gains a bonus to ranged weapon damage rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

At 18th level, the range of this aura increases to 30 feet.

Cavalry's Charge

Starting at 15th level, your enemies learn to fear you and your trusty steed. While mounted, when you take the Attack action, you can use your bonus action to allow your mount to make one attack with its reaction. If your steed takes the Dash action on it's turn, you can use your reaction to make an attack. Lastly, whenever your charge takes the Dodge action you can add your charisma modifier to it's AC and Dexterity save. You can only use one of these options per round.

Winged Hussar

At 20th level, you and your steed become a beacon of valor in battle. When you first mount your steed for the day you gain the following benefits:

  • Your steed has resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  • Both you and your mount sprout small magical wings (An additional pair appear if either of you already have wings). You and your steed no longer take fall damage and have doubled jump distance.
  • Whenever a creature hits you or an ally you can see within 30ft with an attack, you can use your reaction to cause it to take 20 radiant damage.

If you dismount your steed, you lose this feature until you finish a long rest.

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