Paladin Subclass: Oath of Adventure

by CurlyFries

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Paladin Sacred Oath: Oath of Adventure

Dedicating themselves to gods of freedom, travel, and history, paladins swear the Oath of Adventure in service of the fairy-tale ideals of itinerant knighthood; seeing the world, meeting new people, doing great deeds, and (sometimes) getting paid for their troubles. Questing Knights – as they are sometimes called – range from altruistic to self-centred, looking for adventure out of a genuine desire to help people or simply for the thrills they’ll feel and the tales they’ll make. Most questing knights are larger-than-life figures who can light up any festivity with their boisterous tales and joie de vivre.

Tenets of Adventure

  • Answer the Call. Very few legendary quests came about by sitting on one’s laurels, leap headfirst into adventure and take the world by storm!
  • Tell the Story. Tales of adventure can inspire others to forge their own stories, be sure to spread the stories you learn far and wide to call others to action!
  • Defy Stagnation. Play to your strengths, but never hesitate to try new things, meet new people, and tell new stories!

Oath Spells

Paladin Level Spells
3rd Heroism, Zephyr Strike
5th Enlarge/Reduce, Pyrotechnics
9th Beacon of Hope, Thunder Step
13th Death Ward, Locate Creature
17th Holy Weapon, Steel Wind Strike

Channel Divinity

3rd-level Adventure feature

You gain the following 2 channel divinity options.

  • Join the Fray. When you roll initiative, but before the first turn begins, you may use your Channel Divinity to immediately teleport up to 30 feet. If you appear in a space within 5 feet of a creature, you may make a single melee attack against it, or expend 5 points from your Lay On Hands feature to heal it for the same amount.
  • Call to Adventure. As an action, you present your holy symbol and issue a rallying cry to glorious adventure. A Lowly Squire materialises in an unoccupied space of your choice within 15 feet of you, using the stat block at the end of this class description. The squire is friendly to you and your allies and does their best to follow your commands. In combat, they share your initiative count, but take turns immediately after you; the only action they take is the Dodge action, unless you are incapacitated or use a bonus action to command them, in which case they take an action from their stat block or some other action. The squire lasts for 1 hour, until they are reduced to 0 hit points, or until you use this Channel Divinity option again or die.

Aura of Readiness

7th-level Adventure feature

While you are conscious, you and allied creatures within 10 feet of you may add your Charisma modifier (minimum of 1) to Initiative rolls. When a friendly creature within your aura rolls Initiative, it gains temporary hit points equal to your Charisma modifier plus your proficiency bonus.

At 18th level, the range of this aura increases to 30 feet.

Hero of Your Story

15th-level Adventure feature

You are always under the effects of a heroism spell.

Legendary Adventurer

20th-level Adventure feature

You may use your action to transform into the ultimate specimen of an adventurer. The transformation lasts for 1 hour, until you choose to end it early as a bonus action, or you die. Once you use this feature, you can’t use it again until you finish a long rest. While transformed, you gain the following benefits:

  • Fast Travel. Creatures of your choice within your Aura of Readiness ignore difficult terrain.
  • Healing Potions for Days. At the start of each of your turns, choose one creature you can see; that creature may use its reaction to regain 4d4+4 hit points.
  • Adventurer’s Pocket. As a bonus action, you may summon a nonmagical piece of equipment from the Adventuring Gear, Weapons, or Armour tables. The item appears in your hands, or in an unoccupied space within 5 feet of you. All items created this way vanish when you end the transformation.
  • Min-Maxed Enchantments. You have resistance to all damage, and advantage on all saving throws.
Design by Lexi Abbey | Made with GM Binder

Lowly Squire

Medium Humanoid, Lawful Helpful


  • Armor Class 14 (padded armour, shield)
  • Hit Points 4 + four times your paladin level
  • Speed 30 feet

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 12 (+1) 5 (-3) 9 (-1) 15 (+2)

  • Skills Athletics (PB+2), Medicine (PB-1)
  • Condition Immunities charmed, frightened
  • Senses passive Perception 9
  • Languages speaks all the languages you do
  • Challenge -
  • Proficiency Bonus (PB): your proficiency bonus

  • Pluck (once per short or long rest). when the lowly squire fails an attack roll or ability check, they can reroll it, but they must use the higher roll.

Actions

Cudgel. Melee Weapon Attack: PB+2 to hit, Reach 5 feet, one target. Hit: 1d6 + PB+2 bludgeoning damage.

Patch-Up (once per short or long rest). Once creature the lowly squire touches, regains hit points equal to 1d4 + PB.


Reactions

Grit (once per short or long rest). when the lowly squire takes damage, they may choose to only take half the damage instead.

Design by Lexi Abbey | Made with GM Binder
 

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