Paladin: Oath of Resolve
Standing Up to Adversity
A Paladin who has taken up an Oath of Resolve strives to exude strength in the face of adversity. They embody the core principles of endurance, resilience and willpower; they will stand tall against those that would rise against them and their allies, and will fight to preserve hope and determination.
Tenants of Resolve
A Paladin who has taken up an Oath of Resolve follows these tenets, which embody the resolve, strength and will to stand against adversity;
- Bring Hope - Through your resolve and your willpower, bring about hope in the masses. Beat back despair, for allowing such notions to fester wil lcause society to crumble.
- Be an Example, Not the Exception - Inspire those around you to be strong in the face of adversity. Your words and actions should nurture the resolve in those who follow you, who will strive to match your will.
- Stay Determined - Your determination to see things through to the end will inspire those who follow you to do the same. Do not let despair eat at you, for doing so will cause everything you fight for to fall.
- Remain Unbroken; Break Them Instead - Showing mercy, while admirable, does not teach the lesson of your resolve to your enemies. Let the defeat of your foes be a lesson to all those that follow. Let them know what it is to be strong, show them what happens to those who stand against you, and they will see that you will remain unbroken beneath their onslaught.
Oath Spells
You gain Oath Spells at the specified Paladin Levels;
| Class Level | Spells |
|---|---|
| 3rd Level | Hunter's Mark, Witch Bolt |
| 5th Level | Prayer of Healing, Mind Spike |
| 9th Level | Haste, Aura of Vitality |
| 13th Level | Death Ward, Aura of Purity |
| 17th Level | Mass Cure Wounds, Greater Restoration |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Inspire Resolve. You raise your holy symbol in determination to invoke your will. As an Action, choose up to 3 creatures that you consider your ally within 60 feet of you. Those that you chose gain a number of temporary hit points equal to half your Paladin level (rounded up) plus your Charisma Modifier plus your Proficiency Bonus, to a minimum of 4 temporary hit points. For as long as these temporary hit points exist on the creatures you chose, they get a bonus to any saving throws they make against magical effects equal to your proficiency bonus. If those magical effects would cause half damage on a successful save, they instead deal no damage.
Seek Retribution. You present your holy symbol in defiance to adversity. As an Action, choose a creature within 30 feet of your that has recently dealt damage to you or an ally within 30 feet of you. For the next 10 minutes, your attacks against that creature deal additional damage equal to your Charisma Modifier, to a minimum of 1. If that creature is reduced to 0 hit points while under this effect, you gain temporary hit points equal to your Charisma modifier plus your proficiency bonus, to a minimum of 3, and can use a Bonus Action to target another creature that meets the previous requirements for this Channel Divinity. This can only be done a number of times equal to your Charisma modifier, to a minimum of 1.
Rise in Defiance
At 7th level, the stories of your determination and resolve overcoming the odds precedes you.
As a bonus action, you can choose to shout an inspiring war cry, activating an aura of defiance around you that lasts for an amount of rounds equal to your Charisma modifier. You can do this a number of times equal to your Proficiency Bonus, and you regain those uses after a long rest. If an ally would start their turn within 10 feet of you, they are granted a bonus on either an attack roll or saving throw they make that turn equal to your Charisma Modifier, to a minimum of 1.
Determined to Stand
Starting at 15th level, the sheer willpower you exude makes it far more difficult to put you down.
Retroactively, you gain hit points equal to your Proficiency Bonus for every level in Paladin you have. In addition to this, so long as you have less than half your maximum hit point total, you can spend a reaction to increase your AC by your Charisma Modifier until the start of your next turn. You can do this a number of times equal to your Proficiency Bonus, and you must take a Long Rest before you can do it again.
Remain Unbroken
At 20th level, your strength of will is staggering. No matter what happens, you will stand your ground and face your adversary head on. You will not fall.
As long as you do not die outright, anytime you would be reduced to 0 hit points, you can use a reaction to cause the attack to reduce your hitpoints to an amount equal to 1d10 plus your Charisma Modifier plus your Constitution Modifier (minimum 3). If your new hit point total would be higher than your previous hit point total, the damage is instead reduced to 0; the attack is still considered to have hit you, and any additional effects they would normally have take effect, but you do not lose any hit points unless those additional effects would cause additional damage. You can use this feature a number of times equal to your Charisma Modifier (minimum 1) per day, and you regain all uses of this ability after a Long Rest.