Base Class: Paladin
The Oath of the Emerald Emissary is as old as history itself. Most civilisations of the modern age can to at least some degree credit their growth to the first paladins that swore to this Oath. Sometimes referred to as the Jade Peacekeepers or Knights of natural balance, they cast their lot with the side of life. They fight not on the principles of honour, courage, or justice but instead fight to maintain peace between all things living, making sure both nature and the many peoples of the world grow as equals. Preferring the spoken word over any weapon, the Paladins sworn to this oath are quick witted, well spoken and have unwavering diplomatic prowess. Whilst small in number, the members of the Jade Bastion that swear to this Oath have an incomparable commitment to preserving the peace and all that lives.
TENETS OF THE EMERALD EMISSARY
The tenets of the Oath of the Emerald Emissary have been preserved throughout all of history. This oath emphasises the principles of balance above any concern of law and chaos. Its four central principles are as follows.
Make the Peace. Through use of your words, find where inequality lies and work to balance the world.
Keep the Balance. Where there is peace, equality and balance, stand against those that would see the scales move.
Preserve the living. Find those that follow the path of harmony and aid all in their journeys to make their voices heard
Be the Change. Be a beacon of peace for all that live and let your voice be a force of change for the better.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Acolyte of Nature. You can use your Channel Divinity to invoke the divine powers of nature. As an action, up to 3 living targets within 30ft of you are wreathed in a magical aura. Until the end of your next turn, any target with this aura has resistance to bludgeoning, slashing and piercing damage from none magical weapons. Additionally, if a hostile is targeted this way, they must make a Wisdom saving throw. On a failed save, the target is calmed as if by the calm emotions spell until the end of your next turn. On a success, the target resists the effect and becomes immune to it for the next 24 hours.
Balance the Mind. You can use your Channel Divinity to augment the presences of yourself and those around you with the divine powers of balance. As a bonus action, you grant up to 3 creatures within 10ft of you a +3 bonus to Charisma (Persuasion) checks for the next 10 minutes. Whenever a creature with this bonus successfully reasons with another creature, the duration of the bonus is extended by 10 minutes up to a maximum duration of 1 hour.
Travellers companion
Upon taking this oath you learn the find steed spell. This spell is always prepared and doesn't count towards your total number of known spells. You can cast this spell once a day without expending a spell slot.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Ancients 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 |
Aura of the Emissary
Beginning at 7th level, the divine powers of law, order, peace and nature flow through you so strongly that it forms a magical aura of peace around you. You and allies within 10ft of you may use a reaction to impose disadvantage on attacks they can see made against them or other allies within the aura.
At 18th level, the range of this aura increases to 30 feet.
Diplomatic Presence
Starting at 15th level your prowess as a diplomat and your magical connection to nature has grown so strong that you emit the very essence of peace. Whenever you become the target of an attack from a hostile within 50ft that you can see, they must succeed a Wisdom saving throw or change targets. If they succeed the saving throw then they still make their attack but at disadvantage and become immune to this ability for the next 24 hours.
Paragon of Peace
At 20th level, your abilities as a democratic force for good and your magical connections to both nature and all things lawful have reached their peak. You embody peace to such a degree that your mere presence as an emissary on diplomatic expeditions can alter the course of history.
Using your action, you can become a beacon of peace. For 1 minute, you gain the following benefits:
- All attacks made against you from hostiles have disadvantage.
- Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
- you have a +5 bonus to all Charisma checks and you can tell when any lie is spoken.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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