Paladin: Oath of Grandeur (2024 5e)

by Candurill

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Paladin subclass:

Oath of Grandeur

"It is... rare to witness a mortal of such singular conviction. One typically finds this level of self-regard among more... deific beings, and even then, it’s usually tempered by aeons of perspective. Faith, you see, empowers the divine, faith given by worshippers. Rarely does it arise from within. And yet, this one... this knight believes with such intensity, such unwavering certainty, that the cosmos itself appears to have noticed. I did not think it possible for a mortal to enthrone themselves at the center of existence. And yet... here we are."

--A Dheva observer, about a Paladin of Grandeur.

When ego goes unchallenged, it can become divine. Some call it narcissism, others call it confidence. Paladins who swear the Oath of Grandeur do not serve ideals, rather, they serve themselves. Their radiance is unquestionable, their presence irresistible, their will unshakable. Whether their impact is for good or ill remains to be seen, but one thing is certain... The world does, in fact, revolve around them...

Tenets of Grandeur

  • Radiance. I will not go unseen, for obscurity is the death of greatness.
  • Perfection. Flaws are unbecoming. I rise above failure until only brilliance remains.
  • Esteem. I do not suffer disrespect, for I am the vessel of grandeur itself.
  • Sovereignty. I am my own legend, unbound, unclaimed, and absolute.

Level 3: Oath of Grandeur Spells

Your magic becomes a manifestation of irresistible allure and otherworldly beauty. You always have certain spells ready; when you reach a Paladin level specified in the Oath of Grandeur Spells table, you thereafter always have the listed spells prepared.

Oath of Grandeur spells

Paladin level Spells
3rd Friends, Bane, Charm person
5th Enthrall, Suggestion
9th Hypnotic pattern, Tongues
13th Charm Monster, Compulsion
17th Geas, Yolande's Regal Presence

Level 3: Adoring Masses

You learn to dazzle the world with your presence, and your audience can’t look away.

As a Magic action, you can expend a use of your Channel Divinity to call to your "adoring fans". Choose a number of creatures within 30 feet of you that can see or hear you equal to your Charisma modifier (minimum of 1). Each chosen creature must succeed on a Wisdom saving throw against your Spellsave DC or be Charmed by you for 1 minute. A creature Charmed in this way:

  • Cannot willingly move away from you.
  • Must subtract your Charisma modifier (minimum of 1) from any attack roll or ability check they make while they can see you.

A Charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends early if you or one of your allies deals damage to the creature.

Level 7: Aura of Adoration

Your radiant presence stirs obsession and fuels your brilliance.

Creatures in the emanation of your Aura of Protection cannot have advantage on saving throws against your spells and Paladin features that cause the Charmed condition.

In addition, at the start of each of your turns, you gain a bonus equal to the number of Charmed creatures in the emanation of your Aura of Protection. You can add this bonus to one attack roll or ability check you make before the start of your next turn. If you don’t use the bonus by then, it is lost.

Level 15: Worship or Wither

Your divine ego becomes dangerously consuming.

When a creature succeeds on a saving throw against being Charmed by you, you have Advantage on attack rolls against that creature until the end of your next turn.

In addition, when you use a bonus action to cast a Smite spell immediately after hitting that creature, the spell deals one additional damage die of its damage type.

Level 20: Irresistible Presence

You unveil your full majesty, compelling reverence from all.

As a Bonus Action, you can assume your most divine and awe-inspiring form for 1 minute. For the duration, you gain the following benefits:

  • You can cast any spell that inflicts the Charmed condition and has a casting time of an Action as a Bonus Action instead.
  • Damage you deal will not break the Charmed condition or allow a new saving throw against the effect.
  • Creatures that are normally immune to the Charmed condition have advantage on the save against your spells and Paladin features that cause the Charmed effect instead.
  • You shed bright light in a 15-foot radius and dim light for an additional 15 feet. While you emit this light, all creatures within it can always perceive you, even if you are naturally or magically Obscured, Invisible, or hidden.

Once you use this feature, you can’t do so again until you finish a Long Rest, unless you expend a 5th-level spell slot to use it again.

Art credit

First page top: Yuyu Wong


Second page right: Laís Rodrigues

 

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