Base Class: Paladin
The Oath of Valor paladins seek to honor themselves and others through the glory of battle. These paladins see combat as the most pure form of expression and communication, striving to gain honor and glory through their victories and defeats. While seemingly straightforward to the outsider, the oath is wrought with challenge, as taking the oath is a commitment to a life of struggle and sacrifice that the paladin must bear in their journeys to spread joy, glory, and victory.
Tenets of Valor
Misunderstood by the uninitiated to be a code of battle, the tenets of the Oath of Valor are those of companionship, honor, and sincerity.
Glory of Battle. Pure expression is combat, only it can show your worth and bestow you honor.
Prowess. Your own skill is what brings victory, to outmatch your opponent’s is to embody valor.
Companionship. Glory can only be truly enjoyed when shared with companions and fellow warriors.
Victory in Defeat. Defeat is a step to the next victory. Your skill and knowledge can only grow with each step.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Valor Spells
| Paladin Level | Spells |
|---|---|
| 3rd | divine favor, heroism |
| 5th | enhance ability, spiritual weapon |
| 9th | beacon of hope, spirit guardians |
| 13th | fire shield, guardian of faith |
| 17th | flame strike, hold monster |
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.
Valiant Defenses. You can use your Channel Divinity to better defend against an incoming blow. When you take damage from an attack, spell, or other feature used by another creature, you can use your reaction to gain resistance to all damage from that source.
Flow of Battle. As an action, you can fall into the rhythm of battle using your Channel Divinity. For 1 minute, when you hit a creature with a weapon attack on your turn, you can make a single weapon attack with your bonus action.
Aura of Battle
Starting at 7th level, your inspiring aura improves the ability of your allies. You and friendly creatures with 10 feet gain a bonus to attack rolls equal to your Charisma modifier (minimum of +1).
At 18th level, the range of this aura increases to 30 feet.
Valorous Command
Starting at 15th level, your battle senses influences your ability to aid your fellow warriors or hinder your enemies. When a creature within 30 feet of you makes a weapon attack, you can force the attack to be made with your choice of advantage or disadvantage. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses at the end of a long rest.
Prime Warrior
At 20th level, your personal prowess in battle without the aid of others has grown to match that of legends. While conscious, you have the following benefits.
- You have resistance to bludgeoning, piercing, and slashing damage.
- You have advantage on ability checks and saving throws against being shoved or knocked prone.
- You may gain advantage on an attack roll once per turn.
If you receive magical healing from an item, spell, other effect or feature, you lose these benefits until you finish a long rest. Healing received by spending hit dice during a short rest does not count against this feature.
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Posted Oct 29, 2018Couple of notes for this subclass:
To share as a public homebrew I had to swap out the 5th level spells for ones that were part of the basic rules. If you have access to these spells from the Player's Handbook and Xanathar's Guide to Everything, the oath spells at 17th level would be Circle of Power and Steel Wind Strike.
Aura of Battle - Adding the charisma modifier to attack rolls feels thematically appropriate, but could really break encounters with high AC monsters being hit much more often. If anyone has feedback on this it would be much appreciated. My two thoughts to change it if need be:
Hope everyone enjoys this new subclass!