Base Class: Paladin
- As part of this oath you must engage in the spiritual and physical creation of their own Forever Flowercrown (homebrew magic item)
- The tenets of the Oath of the Flowercrown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.
- Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.
- Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
- Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
- Kindness. You must show kindness to all creatures who have done you no wrong.
- Hospitality. You must show hospitality to all creatures who have done you no wrong.
- Barring goblins ****em amirite.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Crown Spells
| Paladin Level | Spells |
|---|---|
| 3rd | command, compelled duel |
| 5th | crown of madness, zone of truth |
| 9th | aura of vitality, spirit guardians |
| 13th | death ward, guardian of faith |
| 17th | dream, contact other plane |
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
- Abjure Enemy. As an action, you present your holy symbol (the flowercrown) and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
- On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.
- On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
- Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Self-Sacrifice
Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way.
Guardian Angel
Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.
Champion of the Flower
- At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
- You have resistance to all damage.
- When you take the Attack action on your turn, you can make one additional attack as part of that Attack.
- Your melee weapon attack scores critical hits on a roll of a 19 or 20 on the d20.
- Once you use this feature, you can’t use it again until you finish a long rest.
Once you use this feature, you can’t use it again until you finish a long rest.
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