Paladin
Oath of Glory
When a hero must be both born and made, the would-be hero must swear the Oath of Glory. Those who swear this oath have conferred upon them a legendary mission, typically by an entity of great power who seeks to test the paladin. The completion of a trial or trials either grants them a right to power, legitimizes their claim to divinity, or prepares them to become a champion of their people. This mission entails their travel to dangerous lands, and the conquest of natural obstacles designed to kill a lesser hero.
A paladin who swears this oath in all things remains committed to the completion of their mission, in pursuit of incredible rewards. They are driven by the epic myths of incredible feats, noble romance, and the promise that in death they will be forever remembered as a champion of the gods, and a paragon of mortal power.
Roll on the table below for inspiration on the origin of your divine quest, or come up with your own.
d6 | Quest Origin |
---|---|
1 | Your parents were mighty heroes in their prime, and raised you to ultimately surpass them. |
2 | Born the weakest of numerous children, you must grow stronger in order to stake your claim. |
3 | A close friend went missing in pursuit of a mythical treasure; you intend to find both. |
4 | Your trusted mentor promised you the whole of their legacy if you could prove your worth. |
5 | Of all of the people in your home, you were the best and strongest; your friends and neighbors bade you to venture out and bring glory to their name. |
6 | In a series of unlucky events, you incited the ire of a powerful entity. In the hopes that you would die in an entertaining way, they set before you gruesome trials to complete, lest you face their full wrath. |
Tenants of Glory
The tenants of the Oath of Glory depend on the nature of their divine mission, but generally share these among them.
Immortality in Legend. Fight to be remembered, not to survive, and live forever enshrined in myth.
Find Any Victory. The obstacles in your path may not be defeated with obvious solutions, but overcoming such trials requires unorthodox approaches and strategies.
Remember your Origin. Whether you come from less than dirt or were heralded by the gods themselves from birth, maintain humility in heroism, lest hubris be your downfall.
Art Credits
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Glory Spells
Paladin Level | Spells |
---|---|
3rd | animal friendship, expeditious retreat |
5th | augury, enhance ability |
9th | conjure barrage, lightning bolt |
13th | control water, locate creature |
17th | contact other plane, dispel evil and good |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Battle Charge. As an action, you can rally your allies with your Channel Divinity. Choose a number of creatures that can see and hear you, up to your Charisma modifier (a minimum of 1). Each creature you choose can use its reaction to move up to half of its speed and make a single melee weapon attack.
Impede Monster. As an action, you can present your holy symbol or an instrument you are proficient with to attempt to weaken monsters who stand in your path, using your Channel Divinity.
Choose either a beast, dragon, giant, or monstrosity that you can see within 60 feet of you. The target must succeed on a Constitution saving throw, or incur one level of exhaustion if it is hostile towards you. If the target is not hostile towards you, a failure causes it to fall asleep for 1 minute, until it takes damage, or if another creature uses their action to shake them awake.
Herculean Volley
At 7th level, your mastery of weaponry allows you to empower any weapon you use with righteous power. You are able to use your Divine Smite Feature with any weapon with the thrown property or ranged weapon, such as a javelin, sling, spear, or longbow.
Additionally, choose one of the following enemy types: beasts, dragons, giants, or monstrosities. When you deal damage to that type of creature with your Divine Smite feature, the damage increases by 1d8, to a maximum of 6d8.
Glorious Might
At 15th level your bravery and heroism are sufficient to make you and your allies laugh in the face of supposed danger.
Whenever you or a creature affected by your Aura of Courage are subjected to an effect that would otherwise make them frightened, their speed is doubled until the end of their next turn. Additionally, each creature gains advantage on the first weapon attack they make in the next minute.
Golden Paragon
At 20th level, you may reap the rewards of your journey and become an obstacle to all others on the battlefield. You may use your action to assume the form of an unstoppable true hero, gaining the following benefits for 1 minute, or until you suffer a critical hit from a weapon attack:
- You have immunity to all bludgeoning, piercing, and slashing damage.
- You gain the seige trait, dealing double damage to objects and structures.
- You ignore all non-magical difficult terrain.
- You have advantage on Strength ability checks and saving throws, and automatically succeed on any Strength ability check made against a creature with a Strength score less than your own.
Once you have used this feature, you can't use it again until you finish a long rest.