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## Sacred Oaths Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin's training. Some characters with this class don't consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin's heart. ### Oath of Inspiration The Oath of Inspiration is a commitment to aid others in achieving their goals. You recognize that other paladins have made it their goal to achieve justice on a grand scale, and they often pay no attention to the smaller problems people face every day. Your form of justice is assisting those with their dreams, and you can think of no greater reward than watching others succeed. #### Tenets of Inspiration The tenets of the Oath of Inspiration rarely change between paladins, as the simple justice they serve does not require complex promises. **Desire** Don't let your dreams be dreams. Help others gain the desire to achieve their goals. **Motivation** Just do it. Help others overcome their fears and find the ability to work towards their goal. **Commitment** If you are tired of starting over, stop giving up. Encourage others to continue to work towards their goal, even in times of hardship or apparent failure. **Pride** Success is hard work. Remind others to be proud of every step they take towards their goal and all of the effort they have put into it. #### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of Inspiration Spells | Paladin Level | Spells | |:---:|:-----------:| | 3rd | Healing Word, Heroism | | 5th | Calm Emotions, Enhance Ability | | 9th | Beacon of Hope, Mass Healing Word | | 13th | Death Ward, Fabricate | | 17th | Greater Restoration, Skill Empowerment* | *This spell is found in Xanathar's Guide to Everything \columnbreak #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Action Urged.** As an action, you may expend your channel divinity and inspire another to perform at their most optimal. When you do so, choose a single creature within 30 feet of you. This creature may take an additional action during their next turn. > ##### Spellcasting > The Sage Advice column has specified that if a spellcaster gains an additional action during their turn, such as when an Eldritch Knight Fighter uses an action surge, they may cast an additional spell with a casting time of one action even if they have already used their first action to cast a spell with a casting time of one action. **Inspired Defense.** When a creature within 30 feet of you becomes the target of an attack, you may use your reaction to expend your channel divinity and cause the creature to take their best defensive form. The creature's armor class is increased by 5 until the beginning of their next turn. #### Aura of Action At 7th level, your inspiring presence is felt by your allies. You and friendly creatures within 10 feet of you gain a bonus to initiative rolls equal to your Charisma modifier. At 18th level, the range of this aura increases to 30 feet. #### Stand Firm At 15th level, when a creature within 10 feet of you is reduced to 0 hit points and is not killed outright, you may use your reaction to cause them to be reduced to 1 hit point instead. You may not use this ability on yourself. At 18th level, the range of this effect is increased to 30 feet. Once you use this feature, you cannot use it again until you finish a short or long rest. #### Avatar of Inspiration At 20th level you can magically become an avatar of inspiration, gaining the following benefits for 1 minute: - You have resistance to all damage. - You and friendly creatures within 30 feet of you regain hit points at the beginning of each of your turns equal to your Charisma modifier. - You and friendly creatures within 30 feet of you gain advantage on any Charisma based saving throws. This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.