Oath of the Arts
Those who take the Oath of the Arts are bound to protect all man-made beauty. Art is what makes us feel alive, and what drives us to keep going. Without it, the world is meaningless and mundane. It is what separates us from beasts, and is the pinnacle of union and purity in any society. You have understood this as an universal truth, and swear to protect and spread civilization's true beauty no matter where you go.
Tenets of the Arts
Encourage the Art. Where there is a soul, there is a place for beauty and the arts. Always encourage artists to follow their passion.
Nurture the Art. Wealth is best used to advance the arts. Sponsor theater troops, art guilds and other artists whenever possible.
Protect the Art. Evil tyrants, misguided authorities and unwitting mobs may try to hinder and harm artists and their work. Shelter and aid them, even it means defying the law.
Live as the Art. Live a boisterous life, laugh in the face of danger, and spread beauty wherever you go.
Oath Spells
| Paladin Level | Spells |
|---|---|
| 3 | silent image, faerie fire |
| 5 | moonbeam, enthrall |
| 9 | hypnotic pattern, motivational speech |
| 13 | compulsion, fabricate |
| 17 | creation, awaken |
Touched by the Arts
At 3rd level, you've dedicated plenty of your time to the arts, and your efforts finally have payed off. You gain proficiency with the following:
- Three different instruments of your choice.
- Two artisan's tools of your choice.
You can also use an instrument as a spellcasting focus for your paladin spells.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Captivate. As an action, you can weave your Channel Divinity energy into a song, a poem, or some other performance to captivate your enemies. Choose a number of creatures up to your Charisma modifier (minimum of 1) within 60 feet that can hear you or see you, depending on the type of performance. They must succeed on a Charisma saving throw or be charmed by you for 1 minute. Creatures charmed in this way have their movement halved when moving away from you, and they have disadvantage on all attack rolls. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Champion of Beauty. As a bonus action, you can use your Channel Divinity to choose a creature within 60 feet and make their presence more imposing and awe-inspiring. For 1 hour, they may add 1d6 to all Charisma checks that they make. Additionally, once while under the effects of this channel divinity, the creature can choose to add your Charisma modifier to one ability check, attack roll, or saving throw that they make. They may add it after rolling, but before the outcome is determined.
Aura of Beauty
Starting at 7th level, while you are conscious, you and creatures of your choice within 10 feet of you have their minds soothed and inspired by a strange low music that seems to emanate from you, granting advantage on all Wisdom saving throws and Charisma checks.
Additionally, when you speak, your voice can always be heard within the range of your aura, even in magical silence, and creatures within the aura that can hear you lose any immunities to the charmed to condition that they might have.
At 18th level, the range of this aura increases to 30 feet.
Eye of the Beholder
Starting at 15th level, you have eyes that perceive the true beauty of all things, and your senses crave beauty so badly that they cannot be hindered in any way. You gain truesight with a range of 60 feet and immunity to the blinded and deafened conditions.
Herald of Beauty
At 20th level, using your action, you undergo a transformation. You are shrouded in light and your appearance is altered in noticeable ways, such as your skin being covered in runes or your hair glowing brightly and flowing unnaturally. For 1 hour, you gain the following benefits:
- You gain a flying speed of 60 feet as beautiful wings sprout from your back.
- You gain a +5 bonus to all Charisma checks and you can treat any roll of 19 or lower as a 20 on any Charisma (Performance) check you make.
- You have advantage on attack rolls against charmed or frightened creatures.
- The world temporarily transforms within a mile of you. Sourceless music plays, plants and trees dance with the breeze, boulders become sculptures, houses are suddenly filled with gorgeous paintings, faint illusory figures dance near you, and clouds change colors and shapes, some even forming beautiful vaulted ceilings in the sky. This effect counts as an illusion and moves with you, and it becomes increasingly stronger the closer it is to you. Additionally, if you choose to, you can be magically heard by all creatures within 1 mile of you when you speak. All illusions fade once you're more than a mile away from them, or when this transformation ends.
Once you use this feature, you can’t use it again until you finish a long rest.
Credits
- Page 1 art by Daniel Dos Santos, cover for Fables 136.
- Page 2 art by Vanda Bleavins, Violin and Rose.
