Paladin
Base Class: Paladin

The Oath of the Ring allows the words from a most intimate ritual to become the strength and compass by which a paladin lives. Though some might call them selfish for the target of their devotion, such paladins know that they may discover new parts of themselves within their partners, and carry these revelations into their interactions with allies.  For this, Oath of the Ring paladins often appear open, gracious, and wise beyond their years.

Many paladins swear their Oath of the Ring to a lover, but not all soulmates are defined in romance.  Souls bonded by fate's red thread may also be comrades in arms, plucky spirits, or eternal friends. Paladins of the Ring know a vow sworn to anyone with whom they share destiny will set them both on a path of trials, sorrows, and triumph.

TENETS OF THE RING

The wedding vows of a paladin sometimes serve as their tenets to live by, the sacred script comprising an Oath of the Ring. Such paladins believe not in getting lost in their partners, but rather in finding true fulfillment for one another, whatever form it takes. Though the contents of a vow may vary by paladin, many share the subtle spice of poetry.  Common themes of togetherness, nurturing, and honesty permeate many traditional wedding vows.

I Carry Your Heart With Me. What is done by me is done also by you.

Bravely We Will Part. With room to grow and flourish, our lives and souls are nourished.

From Sunrise To Sunset. Our hearts connect even under threat.

I Carry You In My Heart. In this life and the next, we are never apart.

Oath of the Ring Features

Paladin Level Feature
3rd Channel Divinity, Oath Spells
7th Joint Fighting Style
15th Woven Destiny
20th Fated Flame

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Red String of Fate. As a bonus action, you speak a prayer of love and passion, using your Channel Divinity to manifest a red string of fate in a free hand. When you do so, restore a number of hit points equal to your Charisma modifier to each creature of your choice that you can see within 10 feet of you.

For 1 minute, a faintly glowing length of woven red thread burns brightly in your hand, and it vanishes early if you are incapacitated, die, or let go of it. While the Red String of Fate is held it counts as a simple melee weapon that you are proficient with. The Red String of Fate has the Light and Reach properties. You use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.  Its damage is radiant, and its damage die is a d10.

Renew Vows. As an action you can touch your holy symbol to a willing ally and speak your sacred oath, using your Channel Divinity to forge a bond between you and the target for 1 hour. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, immunity to the charmed condition, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The effect ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet.  You can also dismiss the effect as an action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ring Spells
Paladin Level Spells

3rd

healing word, shield

5th

continual flame, flame blade

9th

beacon of hope, sending

13th

death ward, fire shield

17th

flame strike, telepathic bond

Joint Fighting Style

By 7th level, your practiced harmony allows you to unify your efforts with allies in combat. You adopt a particular joint style of fighting as your specialty. Choose one of the following options. You can’t take a Joint Fighting Style option more than once, even if you later get to choose again.  You can change your Joint Fighting Style when you finish a short rest, representing time spent training different facets of teamwork and harmony.

In addition, under normal circumstances your space does not count as difficult terrain for allies entering it.

Duoing

One willing ally can occupy the same space as you at a time. While an ally occupies the same space as you, when either or both of you are forced to make a saving throw, one Joint Fighting Style partner can choose to roll instead.  This roll must be used for the saving throw of all Joint Fighting Style partners.

Harrying

One willing ally can occupy the same space as you at a time. While an ally occupies the same space as you, when either of you take the Shove action you can knock a creature prone and push it 5 feet away from you as part of the same action.

Roving

One willing ally can occupy the same space as you at a time. While an ally occupies the same space as you, if one Joint Fighting Style partner moves, the other can use their reaction to move up to 15 feet along the same path.

Spotting

One willing ally can occupy the same space as you at a time. While an ally occupies the same space as you, attacking at long range doesn't impose disadvantage on ranged weapon attack rolls for either of you.

Supporting

One willing ally can occupy the same space as you at a time. While an ally occupies the same space as you, you are both able to apply poisons or administer potions to each other as a bonus action instead of an action.

Woven Destiny

Starting at 15th level, the strength of your bonds allows you to use your Red String of Fate to heal allies instead of harming foes.  While holding your Red String of Fate you can use it to perform a bonus action, casting it out to touch a willing ally within 10 feet and restore a number of their hit points equal to your Charisma modifier.

Fated Flame

At 20th level, you can serve as a vessel for your allies fated flames, connecting with those their souls long for. By a shift of appearance or attitude, your allies may recognize you as a long lost friend, a soulmate, or even a fallen comrade.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • Once per turn when you receive fire damage, instead of taking damage you restore hit points equivalent to the amount of damage received.
  • While an ally occupies the same space as you, you gain the following Joint Fighting Style benefits:
    • When either or both of you are forced to make a saving throw, one Joint Fighting Style partner can choose to roll instead.  This roll must be used for the saving throw of all Joint Fighting Style partners.
    • When either of you take the Shove action you can knock a creature prone and push it 5 feet away from you as part of the same action.
    • If one Joint Fighting Style partner moves, the other can use their reaction to move up to 15 feet along the same path.
    • Attacking at long range doesn't impose disadvantage on ranged weapon attack rolls for either of you.
    • You are both able to apply poisons or administer potions to each other as a bonus action instead of an action.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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