Oath of Community
They say it takes a village to raise a child. And the Paladins that draw their powers from those that help and maintain the community prove that with every breath. Those that take this oath draw on the aspects of those in the towns and cities they visit or call home to help defend them from powers and creatures that would corrupt or destroy them.
Tenets of the Community
Paladins who take the Oath of the Community vow to serve as protectors and nurturers of the towns, villages, and communities they call home. Their tenets are rooted in compassion, justice, and fostering growth:
Aid the Community. Always lend a helping hand to those in need, offering your strength to uplift others and ensure the well-being of all.
Protect the Weak. Children and elders are the history and future of every community. Shield them from harm and defend them from injustice.
Cut the Corruption. Root out corruption and deceit that would rot the community from within, preventing it from thriving.
Encourage Potential. Celebrate the accomplishments of the young and guide them toward a prosperous future, ensuring the growth and prosperity of the community.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath Spells
| Paladin Levels | Spells |
|---|---|
| 3rd | Healing Word, Sanctuary |
| 5th | Warding Bond, Prayer of Healing |
| 9th | Counterspell, Beacon of Hope |
| 13th | Guardian of Nature, Guardian of Faith |
| 17th | Commune, Legend Lore |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Communal Smite As a reaction, when a friendly creature within 30 feet of you hits a target with a melee weapon attack, you can use your Channel Divinity to empower their strike with your divine energy. The ally can use your Divine Smite feature on that attack, using your spell slot as if you had made the attack yourself. You still expend the spell slot, and the damage is calculated as though you had used Divine Smite.
Pillars of the Community As a bonus action, you can use your Channel Divinity to draw upon the strengths of your community to empower yourself. For the next 10 minutes, you gain one of the following benefits:
Doctor Your Lay on Hands feature now has a range of 15 feet, allowing you to heal creatures within a 15-foot radius sphere centered on you.
Blacksmith You can use your Charisma modifier in place of Strength or Dexterity for any checks involving Smith’s tools or Tinker’s tools.
Merchant You have advantage on all Charisma ability checks.
Guard You can add your Charisma modifier (minimum of +1) to Wisdom (Insight) and Wisdom (Perception) checks.
Hunter You ignore the disadvantage on Dexterity (Stealth) checks imposed by armor. Additionally, you can add your Charisma modifier (minimum of +1) to Intelligence (Investigation) checks.
Elder A friendly creature within 15 feet of you can add your Charisma modifier (minimum of +1) to ability checks made to recall or collect information.
Aura of Encouragement
Starting at 7th level, you exude an aura that bolsters the resolve of those around you. While you are not incapacitated, you and friendly creatures within 10 feet of you gain the benefits of the Guidance spell.
At 18th level, the range of this aura increases to 30 feet..
Model Citizen
At 15th level, your unwavering example inspires others to remain calm and focused in the face of adversity. Friendly creatures within 15 feet of you who can see or hear you gain advantage on saving throws against being charmed and frightened. Alternatively, they can add half your proficiency bonus (rounded up) to their attack rolls (they must choose one benefit at the start of their turn).
In addition, you gain resistance to psychic and necrotic damage.
Paragon of the People
At 20th level, you can call upon the deep bonds of the community to grant yourself greater powers. As a bonus action, you can manifest a stronger version of the aspects granted by your Pillars of the Community feature, gaining one of the following benefits for 1 minute:
Doctor As a bonus action, you can cast Mass Cure Wounds without expending a spell slot, adding your proficiency bonus to the healing roll. Additionally, whenever you deal damage with your Divine Smite feature, you can instead restore hit points to a friendly creature within 60 feet of you equal to the damage dealt.
Blacksmith As a bonus action, you can grant friendly creatures within 60 feet of you a +3 bonus to AC and resistance to fire damage. Additionally, whenever a creature hits them with a melee attack, the attacker takes 2d8 fire damage. Whenever you deal damage with your Divine Smite feature, you deal an additional 1d8 fire and 1d8 bludgeoning damage.
Merchant As a bonus action, you can force a creature within 30 feet of you to make a Wisdom saving throw with disadvantage. On a failed save, the creature attacks a random hostile creature until the end of its next turn and takes 3d8 psychic damage. On a successful save, it only takes 3d8 psychic damage. Additionally, whenever you deal damage with your Divine Smite feature, you deal an additional 1d8 psychic damage.
Guard As a bonus action, you can cast Spirit Guardians without expending a spell slot. When you cast this spell in this way, you can extend its effects to two friendly creatures using your spell save DC. Additionally, whenever you deal damage with your Divine Smite feature, you deal an additional 1d8 force damage.
Hunter As a bonus action, you can create a 60-foot-radius sphere of thick magical darkness centered on yourself. Only you and a number of friendly creatures equal to your proficiency bonus (minimum of 1) can see through the darkness. Friendly creatures inside the darkness deal an additional 1d8 cold and 1d8 piercing damage. Additionally, whenever you deal damage with your Divine Smite feature, you deal an additional 1d8 cold and 1d8 piercing damage.
Elder As a bonus action, you can force a creature to make an Intelligence saving throw. On a failed save, the creature is stunned until the end of its next turn and takes 2d8 psychic and 2d8 slashing damage. On a successful save, the creature only takes 2d8 psychic and 2d8 slashing damage. Additionally, whenever you deal damage with your Divine Smite feature, the targeted creature has disadvantage on saving throws until the end of your next turn.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses after a long rest. You can only benefit from one aspect at a time.