Paladin Oaths
Oath of Hope
The Oath of Hope binds a paladin to serve as an unrelenting force of positivity and strength. Paladins of Hope embody faith, perseverance, and a constant drive to succeed. They act as an inspiration for their allies, and an unfaltering force for their enemies.
Tenets of Hope
Positive Outlook. Do not let negativity cloud your thinking
Keep Faith. Trust in yourself, your allies, and your god to get you through any trial.
Embody Hope. Always strive to be a beacon of hope and salvation to those around you.
Oath Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Shield of Faith, Heroism |
| 5th | Enhanced Ability, Warding Bond |
| 9th | Beacon of Hope, Life Transference |
| 13th | Aura of Purity, Death Ward |
| 17th | Greater Restoration, Skill Empowerment |
Channel Divinity
When you take this oath at 3rd level, you gain the following two channel divinity options.
Inspiring Sermon. As an action, you bring inspiration to the hopeless. Choose up to 3 creatures within 60 feet. Each creature rolls a 1d10 and can add the number rolled to any attack roll, skill check, o saving throw made within the next minute.
Silver Lining. As an action, you empower one creature you can touch. When an empowered creature misses with an attack, they may instead choose to hit, halving the damage dealt by their attack. This effect lasts up to 10 minutes, or until the empowered creature uses this ability.
Aura of Faith
At 7th level, you and friendly creatures within 15 feet have advantage on Wisdom saving throws while you are conscious.
At 18th level, the range of the aura increases to 30 feet.
Drive
At 15th level, whenever a creature you can see within 60 ft makes a skill check or attack roll, you can use your reaction to give them a bonus to the roll, equal to your Charisma modifier.
Avatar of Hope
At 20th level, you have become a patron for the hopeless. Once par day, as an action, your faith can flow through you and others, manifesting in the following ways:
You and all creatures of your choice within 30 feet gain resistance to nonmagical slashing, piercing and bludgeoning damage. Whenever a creature within 30 feet reagians hit points, they gain an additional 2d8 temporary hit points.
Oath of Avarice
The Oath of Avarice is taken by a self serving Paladin, one who has chosen to bind themselves to themselves. Avarice Paladins prioritize their own well being and success first, doing whateer necessary to further their own goals. These Paladins usually only serve dieties that they believe will further their goals, or that have a similar mindset of self preservation.
Tenets of Avarice
What’s Mine is Mine. You have no obligation to sacrifice your resources for others.
What’s Yours is Mine. You are entitled to whatever you feel you need.
Number One. You are the most valuable person in your life.
Stockpile. Having excess is the standard, you never know when you’ll need it.
Oath Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Charm Person, Expeditious Retreat |
| 5th | Invisibility, Jim’s Glowing Coin |
| 9th | Incite Greed, Vampiric Touch |
| 13th | Fabricate, Locate Creature |
| 17th | Dominate Person, Antilife Shell |
Channel Divinity
When you take this oath at 3rd level, you gain the following two channel divinity options.
Bloodlust. As an action, you spark an insatiable desire for bloodshed in those around you. Up to three creatures of your choice within 30 feet must make a Wisdom saving throw against your spell save DC, or attack the nearest creature of your choice. A creature can willingly fail this saving throw.
Desire. As an action, you make a creature within range seem like an especially easy target. You select one creature within 30 feet to enchant. Any creature the enchanted target considers hostile towards it has disadvantage on hitting anyone other than the target.
Aura of Greed
At 7th level, when a hostile creature takes damage within 10 feet of you, it must succeed on a Wisdom saving throw or take an additional 1d6 psychic damage.
At 18th level, the range of the aura increases to 30 feet.
Ambition
At 15th level, after knowing the result of an attack roll or skill check you make, you can use your reaction to give yourself a bonus to the roll equal to your Charisma modifier. You may do this twice before having to take a short or long rest.
All for One
At 20th level, you draw from the strength of others, using their might as your own. When you make an attack, you may use your bonus action to add an amount to the attack and damage rolls equal to the amount of medium or larger creatures within 15 feet.