Paladin
Base Class: Paladin

The laws of hospitality are among the oldest, binding civilized creatures to a temporary truce while accepting guests or being guests. The Oath of the Hearth binds a paladin to these ancient laws, making them emissaries of the most primal forms of civility and order. Sometimes called Knight Protectors or Hearth Tenders, these paladins come to represent a traveling sanctum – a living hearth that protects all who break bread at their fireside. Halflings and tortles are said to have created this oath, as their traveling nature, as well as their love of home, lends itself to the protection of these ancient and sacred principles.

Tenets of the Hearth

A paladin who assumes the Oath of the Hearth swears to safeguard all those who seek hospitality and sanctuary from them.

Bread and Salt. Any who come and break bread or drink with you are under your protection. No harm shall come to them as long as they remain true guests.

Kindle the Hearth’s Fire. Wherever you go, strive to be a beacon of civility and hospitality. Lead by example and show kindness to all who need it.

Avenge the Breaking. If anyone proves a false guest, turning against you or the others under your protection after accepting your hospitality, they shall be shown no mercy.

 Oath of the Hearth Features

Paladin Level     Feature

3rd                        Oath Spells, Channel Divinity

7th                        Aura of Hospitality (10 ft)

15th                      Pierce the Veil of Deception

18th                      Aura of Hospitality (30 ft)

20th                      Avatar of the Hearth’s Fire

 

Oath Spells

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

Oath of the Hearth 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.

Comforting Presence. You can use your Channel Divinity to become a presence that comforts and soothes those in your care. As an action, you can choose a number of creatures, up to a number equal to your Charisma modifier (minimum of one creature). They and you get an immediate saving throw to remove an effect that causes the charmed or frightened condition. For 1 minute, you and the chosen creatures have advantage on saving throws to avoid effects that cause these conditions.

Rebuke the False Guest.  As an action, you present your holy symbol 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, undead, and anyone whose guise is hidden by an illusion have disadvantage on the saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature cannot use reactions.

On a successful save, the creature has disadvantage on attacks of opportunity for 1 minute or until the creature takes any damage.

 

Aura of Hospitality

Beginning at 7th level, treacherous poisons begin to lose their efficacy around you. You and friendly creatures within 10 feet of you have resistance to poison damage and advantage on saving throws to avoid becoming poisoned.

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

Pierce the Veil of Deception

Starting at 15th level, you gain truesight to a range of 120 feet. In addition, you gain advantage on Insight checks made to discern lies.

Avatar of the Hearth's Fire

At 20th level, you can become the living embodiment of the hearth’s fire. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • You become limned in flames, shedding bright light in a 30 foot radius and dim light for 30 feet past that.
  • You become resistant to cold and fire damage and immune to poison damage. You also gain advantage on saving throws to avoid becoming charmed.
  • Allies within the bright light you emanate get advantage on death saving throws as well as saving throws to avoid becoming charmed.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
4/12/2021 4:02:25 AM
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