Oath of the Lady of the Lake
The Oath of the Lady binds a paladin to the highest order of honor; in that he seeks justice for the weak and promotes life and healing throughout the realm. Sometimes called the Knights of Avalon, or Questing Knights, they consider sentient life to be sacred and all dark arts to be the antithesis to life. These paladins are the watchful guardians on the walls, or riding out to take on any force that would seek to assault their homelands. As such, harmful beings from other planes shall be mercilessly hunted and destroyed or otherwise neutralized. On the other hand, they are known for their keen sense of justice and equanimity. They adorn themselves with the symbol of their lady, holding a sword from the still waters of Avalon, as she is the highest model of purity and life.
Tenets of the Lady of the Lake
The tenets of the Oath of the Lady are often set by the Lady of the Lake to whom their oath is sworn, but generally emphasize the following tenets.
- Life is Sacred. It is the ultimate act of theft to kill another sentient being for one’s own gain. An exception to this oath is killing done in self-defense or the defense of others.
- Compassion and Humility. Know that you are equally as important as any civilian or adventurer you may encounter. Aid the weak and have mercy even for enemies from your home plane.
- Companionship and Equality. The sentient life of this plane is your equal: treat them with fairness and honesty. Respect others but never allow them to tread upon you.
- Never Reveal Avalon to the Unworthy. The location of Avalon is a guarded secret. As such, only invite those of the purest intention to walk upon its sacred ground.
Oath spells
You gain oath spells at the paladin levels listed.
Oath of the Round Table spells
| Paladin Level | Spells |
|---|---|
| 3rd | Heroism, Compelled Duel |
| 5th | Misty Step, Enhance Ability |
| 9th | Crusader's Mantle, Spirit Guardians |
| 13th | Aura of Purity, Guardian of Faith |
| 17th | Circle of power, Dispel Good and Evil |
Channel Divinity
When you take this oath at 3rd level, you gain the following channel divinity options.
- Sacrifice for the Lady. You can expend your Channel Divinity to grant yourself advantage on melee attacks on your next turn. However in doing so, your targeted enemy (or enemies) gains advantage on attacks against you on its next turn.
- Anvil and Hammer: By spending your reaction, you may use your Channel Divinity to intercept an attack against a friendly creature. This creature must be within a radius your movement speed. You stand between your ally and the source of the attack, pushing your ally back if needed. The attacker must now target you instead of your ally. After the attack and any effects are resolved, you may make an attack if the hostile is within range of your currently held weapon. You may make this attack even if the triggering attack would kill you, knock you unconscious, or otherwise disable you. These effects occur after your attack.
Mighty Deed
Starting at 7th level, when you score a critical hit or reduce a target to 0 HP, you can bolster morale in your allies or demoralize you enemies. Up to your Cha mod (min 1) of creatures you can see in 30 ft. suffer the same chosen effect:
- All creatures gain temp HP equal to 1d6 + my Charisma modifier (min 1 temp HP).
- All creatures must make a Wis save or be frightened of me until my next turn starts.
Legendary Sword of the Lady*
At 15th level, you feel compelled to travel to the nearest body of still, pure water larger than a pond. You will be required to pray to the Lady for 24 hours and also fast. On the morning following the day of prayer, the Lady will appear to you and gift you a sacred sword for your devotion. The sword will then require attunement in order to unlock its special properties. This includes giving it a name.
*consult with your GM on the legendary sword attributes
Champion of the Court
At 20th level, you take on the aspect of the greatest of knights. Your skin takes on a golden glow, and your armor gleams brightly.
You can use your action to gain the following benefits for 1 hour:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- Your allies have advantage on death saving throws while within 30 feet of you.
- You gain the benefits of the enlarge spell
- Attacks on you, and friendly creatures within a 30-foot radius of you, are made with disadvantage,
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.