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## Sacred Oath A paladin takes on a Sacred Oath at 3rd level. The Oath of Benevolence is a new option that paladins can choose for that feature, in addition to those found in the *Player’s Handbook*. ### Oath of Benevolence *“Whatever comes,” she said, “Cannot alter one thing. If I am a princess in rags and tatters, I can be a princess inside. It would be easy to be a princess if I were dressed in cloth of gold, but it is a great deal more of a triumph to be one all the time when no one knows it.”*
– Frances Hodgson Burnett, *A Little Princess* ___ A true Oath of Benevolence is rare in the world, for it is both the humblest and noblest of sacred vows. Sworn only by those at their lowest—whether from birth or through reversal of fortune—it is a determination by the paladin to give to others that goodness which has been refused to them. These paladins may starve nigh to death, yet give their last piece of bread to the beggar; may weep from vulgar treatment, yet give polite word and kind remark; may long for all that is lost from their life, yet give everything to soothe another in pain. Called lightbearers and dreamknights, bearers of the Oath of Benevolence find comfort in hope and purpose in love, acting as friends to all living things: outcast, royal, beast, and mortal alike. Many are storytellers, using fairytale and make-believe as a way to escape sorrowful reality, if but for a moment. For these, choosing to take up arms often comes after seeing the painful aftermath of wicked brutality, moving them to become champions of the underserved and forgotten. Whether they struggle to live or simply once did, all such paladins move among the downtrodden as one among equals and friends, an ally to soothe the pains they know so well. #### Tenets of Benevolence To swear the Oath of Benevolence, a paladin consciously chooses to follow its tenets in spite of—or even because of—those hardships they have experienced. ***Kindness.*** Everyone deserves a good turn and tender regard. Keep a prayer in your heart even for the wicked. ***Grace.*** Be stronger than the pain that surrounds you. A soft answer may not turn away wrath, but it is strength to you and inspiration to friends. You can’t be torn or broken. ***Dignity.*** Love of others includes respect for self. Always be certain of your own worth and value as a person. ***Hope.*** The worst never really comes. Even if it does, believe and persevere. This shall pass, and you shall live. #### Oath Spells ___ You gain oath spells at the paladin levels listed. ##### Oath of Benevolence Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | *animal friendship*, *shield of faith* | | 5th | *enhance ability*, *lesser restoration* | | 9th | *phantom parlor*\*, *protection from energy* | | 13th | *dusk*\*, *stoneskin* | | 17th | *dawn*^XGE^, *greater restoration* |
\**These spells can be found on the following page.* #### Channel Divinity When you choose this oath at 3rd level, you gain the
following two Channel Divinity options. ***A Moment’s Rest.*** You can use your Channel Divinity over the course of 1 minute to provide comfort and respite to those around you through kind ministration and uplifting words or stories. Each conscious creature of your choice within 30 feet of you can regain hit points by spending one hit die, and a creature that does so gains temporary hit points equal to your Charisma modifier (minimum 1). ***Quiet Dignity.*** You can use your Channel Divinity as an action to resolve to never give answer to cruelty, and your dignified silence is a rebuke to foes. For 1 minute, you shed dim light for 5 feet, and no effect can force you to speak. When a hostile creature damages you during this time, they take radiant damage equal to your Charisma modifier (minimum 1). You can choose to end this effect on your turn (no action required), and it ends early if you fall unconscious. #### Aura of Benevolence Starting at 7th level, you strengthen your companions and together endure the darkest trials. While you are conscious, the AC of each friendly creature within 10 feet of you becomes equal to your Charisma score, unless its AC
would otherwise be higher. At 18th level, the range of this aura increases to 30 feet. ======
#### Tireless Spirit By 15th level, you can persevere beyond mortal limits. You're immune to the effects of exhaustion, except death. Magic can’t force you to sleep or reduce your movement speed. #### Inner Majesty Starting at 20th level, you can use an action to manifest visibly the regal spirit you've always borne within, adopting a mantle of benevolence and brilliant radiance. You gain the following benefits for 1 minute: - You shed bright light for 15 feet and dim light 15 feet beyond that. This light is sunlight. - When you use your Divine Smite feature, you deal an extra 1d8 radiant damage to the target. - You emanate an aura of majesty in a 30-foot radius. When a hostile creature starts their turn in the aura or enters it for the first time on a turn, they must succeed on a Charisma saving throw against your paladin spell save DC or be charmed by you until the start of their next turn or until you do anything harmful to them. Alternatively, you can cast the *heroes’ feast* spell once without requiring a spell slot or any material components. Once you use this feature, you can’t use it again until you finish a long rest.
> ##### Credits > > Created by [Bunnygeon Master](https://drive.google.com/drive/folders/1AwKRO-T3MjmxagfWc7gZ2-1rXATqq-1c?usp=sharing). Thanks to Alice the Alhoon, BladeBotEU, Caim, Genuine, Izzy, Novronian, and wick for feedback and design help. > > Art by [Ethel Franklin Betts](https://en.wikipedia.org/wiki/Ethel_Franklin_Betts) (Public Domain). \columnbreak ## Additional Spells The following spells are on the Oath of Benevolence Spells table as well as the class lists noted in the descriptions. #### Phantom Parlor *3rd-level illusion (ritual)* ___ - **Casting Time:** 1 minute - **Range:** 5 feet - **Components:** V, S, M (a red scarf) - **Duration:** 8 hours - **Classes:** Bard, wizard ___ You make actual an imaginary array of splendor, manifesting a quasi-real parlor of your design that fills a cube up to 20-feet wide. The space includes blankets and seating for up to 10 Medium creatures, provided by a combination of sofas, armchairs, lounges, or other furnishings of your choice. A hot fire blazes from a hearth on one side, and the illusory space is comfortably protected against outside weather conditions. Real food eaten within the space is also affected by the illusion and is made especially rich in flavor. The taste and nature of the food can even change, though that doesn’t alter its nutritional value. The illusion can only affect and be seen by willing creatures of your choice, though real creatures and objects within it are visible as normal. Any element of the illusion that is removed from the space immediately vanishes. By taking its long rests in this space, a creature affected by the illusion can gain the benefits of a comfortable lifestyle at the price of a poor lifestyle. #### Dusk *4th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a pressed marigold) - **Duration:** Concentrion, up to 10 minutes - **Classes:** Cleric, druid ___ The twilight of dusk shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of dim light, which is sunlight, glimmers there. Each creature that is in the cylinder when it appears or that enters it on a turn during its duration must make a Charisma saving throw. A creature can choose to fail this saving throw. A creature that fails is charmed for the duration by every other creature that failed the saving throw and is charmed. A creature charmed in this way is no longer charmed if it leaves the cylinder of light. If it reenters, it makes the saving throw again and is charmed if it fails. This spell can’t cause constructs or undead to be charmed. A creature charmed by this spell gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. If it is blinded, deafened, frightened, paralyzed, or poisoned, that condition is suppressed while it is charmed. When the spell ends, creatures that were charmed by it for its full duration regain hit points equal to 3d4 + your spellcasting ability modifier, and any conditions suppressed by the spell are ended. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.