Sacred Oath
Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. This oath, taken when they reach 3rd level, is the culmination of the paladin's training. Some don't consider themselves true paladins until they have made this oath. For others, the swearing of the oath is a formality, an official stamp on what has always been in the paladin’s heart.
Oath of Unity
The Oath of Unity is a vow sworn to serve the people. Paladins who swear this oath devote their lives to protect people from evils that seek to divide them, while fostering bonds which strengthen them. They will sacrifice everything to keep civilizations strong. Faithful will tell you that these paladins are solely responsible for the kingdoms you claim home. However, in reality these paladins merely guide, protect and enforce so that kingdoms remain unified and safe.
Strength in Unity. An Oath of Unity paladin rarely finds themselves alone. In fact, they're usually the ones spearheading armies of their order to fight greater evils or, perhaps, adventuring with a group whose purpose is just. However, if one was alone and without allies to assist them - you'd find they're quite adept at making allies no matter wherever they may be.
Faith United. Those faithful to the tenets of Unity believe that these concepts aren't mere rules to live your life by, but instructions by which they contribute to combating and eradicating the enemies that would disrupt their homes. Demons, necromancers and cultists find that cities protected by these faithful are hard to conquer.
Brothers and Sisters in arms. Paladins of this Oath are like family to one another, treating eachother with kindness and compassion no matter what station they might hold within their faiths hierarchy. As such, most refer to each other under familial honorifics. Such as, "Brother" or "Sister" for those of the same station or "Father" and "Mother" for those of higher position.
Protect and Enforce. Within society paladins of this Oath generally assist lawmakers, kings or any city official as guards or knights. They work to keep the peace, whilst spreading as much good will as they can. Preventing upsets if they can, but enforcing compliace with a firm and sometimes wrathful hand when preventative measures fail.
Historical Importance. There is some merit to the tales that some tell about paladins of this Oath. Behind most great civilizations - empires, kingdoms - an Oath of Unity paladin is likely found guiding its ruler to be just and kind. Further fostering the bonds between a land, its people and those that rule it. To this day, there are those within this faith that still dovote themselves to this exact cause.
Background and Flavor
The above is context and flavor, meant to give the Oath a little more background and nuance by expanding on some of the principles of the class. It can thus be considered secondary material. The actual archetype and its tenets begin below.

Tenets of Unity
To the truly faithful these tenets are not concepts to live by but instructions by which they combat evil on all fronts. Paladins who uphold these tenets are sworn to help the downtrodden, strengthen the bonds between fellow man and be a beacon that brings the people to safety and burns away that which would divide them.
Charity. Give to those fallen on hard times, for our weakest link will break us.
Peace. Strife will divide us, enforce peace even at personal cost.
Nobility. Live with honor, for a noble heart will move the hearts of the people.
Purity. Be the light that burns away the taint of evil.
Persevere. Be strong in the face of adversity.
Oath of Unity Spells
| Paladin Level | Spells |
|---|---|
| 3rd | hunter's mark, ensnaring strike |
| 5th | cordon of arrows, calm emotions |
| 9th | lightning arrow, spirit guardians |
| 13th | aura of purity, banishment |
| 17th | hallow, conjure volley |
Channel Divinity
When taking this oath at 3rd level, you gain two Channel Divinity options.
Bow of Purification. As a bonus action, you can weave together threads of celestial energy to create a longbow of solidified light in your hand. This magic longbow lasts for one minute and counts as a martial ranged weapon. It generates ammunition that deals 2d6 radiant damage on a hit and it has the two-handed property and a range of 150/600 feet. In addition, you can use your Divine Smite and Improved Divine Smite features on attacks made with this weapon.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the effect persists, you can use a bonus action to cause the weapon to reappear in your hand.
Strength in Unity. As an action, you call out to your allies, inspiring them with your valor. For the next minute, friendly creatures within 15 feet that can see you gain temporary hit points equal to your 1d10 + your Charisma modifier and gain immunity to the frightened condition.
Aura of Unity
Starting at 7th level, You emanate an aura of unified movement. You and friendly creatures within 10 feet of you can take the Disengage action as a bonus action.
At 18th level, the range of this aura increases to 30 feet.
Pacifying Shot
At 15th level, you can empower a single strike with your divine power, incapacitating a single creature upon being hit. Once per turn when you hit a creature with a weapon attack, you can declare the attack as a pacifying shot. You force the creature to make a Wisdom saving throw. On failure, target becomes incapacitated until the start of your next turn.
You can use this feature a number of times equal to your Charisma modifier. You regain any expended uses when you finish a long rest.
We are One
At 20th level, you can weave the threads of your very soul together with those willing to work in unison. As an action, for the next minute, you and a number of friendly creatures within 30 feet of you gain the following benefits:
- Once per turn whenever a creature bound by this feature takes the Attack action and makes an attack against a hostile creature, it can choose another friendly creature bound by this feature who can immediately use its reaction to make one weapon attack against that creature.
- As long as the paladin is not incapacitated, bound friendly creatures within 30 feet of other bound creatures gain advantage on death saving throws.
- Whenever a bound friendly creature within 30 feet of another bound creature takes damage, they can use their reaction to reduce that damage by half and take an equal amount of damage themselves.
You can have a number of friendly creatures bound together with you equal to your Charisma modifier. Once you have used this feature, you cannot do so again until you complete a long rest.
Credit
Made By: DMonsterMan
Art by: JasonTN
Thanks to everyone at Discord of Many Things.

