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## Sacred Oath At 3rd level, a paladin gains the Sacred Oath Feature. The following options are available to a paladin in addition to the ones in the *Player's Handbook*: the Oath of the Corsair, the Oath of Inquisition, and the Oath of Solidarity. ### Oath of the Corsair Not all those who swear oaths do so for upstanding reasons. The fearsome warriors of the high seas, *Corsair Paladins*, swear an oath to themselves and their crew. They will do whatever it takes to maintain their freedom, their fortune, and the favor of their shipmates. Chaotic by nature, these scallywags abhor any laws that aren't their own. As a *Corsair Paladin* you are loyal to yourself, and those who have sworn loyalty to you, above all else. While most paladins seek to follow the laws of the land or the tenets of their deity, you only follow laws that you have personally agreed to, or have put in place yourself. #### Tenants of the Corsair Corsairs follow a strict code, and in order to earn their trust, their allies and followers must swear to the *Corsair's Code*. ***Freedom.*** Above all else, people are meant to be free. Like the birds of the air and fish of the sea, no one should be forced to follow any rules that they did not agree to or have a hand in deciding. ***Loyalty.*** Those that betray their allies are the lowest of low creatures. Treachery shall be repaid with death, and loyalty rewarded with an equal share of treasure and fortune. ***Bravery.*** Cowards are a liability and are not to be tolerated. If you won't defend yourself you deserve whatever comes to you. Live in such a way that the bards will sing of your deeds. ##### Oath of the Corsair Features | Paladin Level | Feature | |:----:|:-------------| | 3rd | Channel Divinity, Oath Spells | | 7th | Aura of Gallantry (10ft.) | | 15th | Strength of the Seas | | 18th | Aura of Gallantry (30ft.) | | 20th | Grand Captain | #### Channel Divinity When you take this oath at 3rd level you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. ***All Hands on Deck.*** As a bonus action on your turn, you bellow out a command to your crew. A number of allied creatures equal to your Charisma modifier, that can hear you within 60 ft. can use their reaction to immediately move up to their move speed without provoking opportunity attacks. ***Wrath of the Sea.*** When you hit a creature with a melee attack, you can invoke this channel divinity to imbue your strike with the power of the sea. Choose either cold, lightning, or thunder damage. All damage done by your attack, including *divine smite* damage, changes to the chosen type and deals its maximum damage roll. \columnbreak
#### Oath Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | *fog cloud, zephyr strike*| | 5th | *arcane lock, warding wind*| | 9th | *thunder step, tidal wave* | | 13th | *control water, storm sphere* | | 17th | *control winds, maelstrom* | #### Aura of Gallantry Starting at 7th level, your presence inspires your allies to stand and fight. You, and all friendly creatures within 10ft. of you cannot be knocked prone and have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks. At 18th level the range of this aura increases to 30ft.
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#### Strength of the Seas Beginning at 15th level, those who dare to strike you are punished by the seas for their mutinous actions. Whenever a creature hits you with a melee attack, that creature takes your choice of cold, lighting, or thunder damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated. #### Grand Captain At 20th level, you can become an embodiment of the high seas. You become a terrible, yet inspiring, sight to behold as the wind and waters of the high seas swirl around you. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits. * You are immune to cold, lightning, and thunder damage. * You can cast the Command spell at 1st level as a bonus action on each of your turns without using a spell slot. * When you hit an enemy creature with a melee attack, they must make a Strength saving throw or be thrown back 20ft. and knocked prone. ### Oath of Inquisition Truth. The dedicated warriors who become inquisitors all have the same goal. Reveal what is hidden, and purge the world of those who hide the truth. Inquisitors will stop at nothing to accomplish their goals, and unlike most paladins, they do so through any means necessary. \columnbreak #### Tenents of Inquisition Paladins who swear this oath will stop at nothing to discover the truth, and are always forthright with who, or what, they are working for. They will go to any lengths to uncover lies and deceit, and above all else they despise those that hide their true intentions or true forms. Demon, devil, celestial, or fey. It matters not to a Inquisitor Paladin. If they deceive, their lives are forfeit. ***Absolute Truth.*** The truth is out there, and you must do whatever it takes to bring it out of darkness and into light. Those who hide the truth deserve punishment, and you will be the arbiter of that justice. ***Immutable Forms*** All creatures of the multiverse have a natural form. Those that would seek to physically alter their form or obscure it with illusions must be reprimanded. ***Swift Retribution.*** Those who break the laws of the multiverse deserve harsh punishment equivalent to their crimes. The thief must lose his hand, and oathbreakers and liars must forfeit their lives. ##### Oath of Inquisition Features | Paladin Level | Feature | |:----:|:-------------| | 3rd | Channel Divinity, Oath Spells | | 7th | Ceaseless Inquisition | | 15th | Iron Mind | | 18th | Improved Unstoppable Inquisition | | 20th | Grand Inquisitor | #### Channel Divinity When you take this oath at 3rd level you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. ***Divine Interrogation.*** As an action you can cause a creature within 10ft. to make an intelligence saving throw against your spell save DC. If they fail, their true name is revealed to you, and they have disadvantage on any wisdom, charisma, or intelligence saving throws you force them to make for the next minute. ***Unexpected Inquisition.*** As an action during the first round of combat, you can inflict the surprise condition on a number of enemy creatures that you can see, equal to your Charisma modifier. If a creature has already taken an action, they are immune to this effect. #### Oath Spells You gain Oath Spells at the levels listed in the Oath of Inquisition Spells table. See the Sacred Oath class feature for how Oath Spells work. | Paladin Level | Spells | |:----:|:-------------| | 3rd | *charm person, command*| | 5th | *moonbeam, zone of truth*| | 9th | *clairvoyance, magic circle* | | 13th | *arcane eye, charm monster* | | 17th | *legend lore, scrying* |
\pagebreak #### Unstoppable Inquisition Beginning at 7th level, you do not tolerate those who would stand in the way of your quest for truth. On your turn, the first large or smaller creature you hit with a melee attack must succeed on a Strength saving throw or be knocked prone. At 18th level, this ability can also effect huge creatures. #### Iron Mind Starting at 15th level, you have honed your mind to resist any effects that would blur your perception of reality. You are resistant to psychic damage, and you have advantage on saving throws against any divination or enchantment spells that would seek to penetrate or control your mind. #### Grand Inquisitor At 20th level nothing can stop your search for the truth. As an action, you can magically become an embodiment of Truth, gaining the following benefits for 1 minute. Once you use this feature, you can't use it again until you finish a long rest. * You have truesight out to 120ft. * All of your attacks trigger your *Unstoppable Inquisition*. * You are immune to psychic damage. * Any shapechanger hit by one of your attacks reverts to its original form and takes an additional 2d10 radiant damage. ### Oath of Solidarity The Oath of Solidarity calls paladins to use their power to stand with the oppressed against tyranny. It is not enough for them only to enact justice, but to see that justice is fairly applied to all people. Despised by those who have seized power through unjust means, Paladins who have taken this oath are seen as threats to the established order, and are often persecuted by the nobility. #### Tenants of Solidarity A paladin of solidarity often emblazons this oath, or symbols representing it, upon their armor or shield. They refuse to hide who they are, or what they stand for. ***Dignity.*** Every living being has intrinsic value that cannot be taken from them, or reduced in any way. Show respect to life in all it's forms, and punish those who do not respect it. ***Equality.*** Birth, wealth, and status do not matter. Everyone is equal before your eyes, the mighty should be made low, and the lowly raised up. All people should have access to basic needs regardless of their wealth or family ties. ***Justice.*** Station in life should not determine how you are treated before the law. Bring justice to those who are marginalized and to those who abuse their power. \columnbreak ##### Oath of Solidarity Features | Paladin Level | Feature | |:----:|:-------------| | 3rd | Oath Spells, Channel Divinity | | 7th | Aura of Solidarity (10ft) | | 15th | Shelter the Innocent | | 18th | Aura of Solidarity (30ft) | | 20th | One With the People | #### Oath Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | *heroism, shield of faith*| | 5th | *prayer of healing, warding bond*| | 9th | *life transference, revivify* | | 13th | *aura of purity, freedom of movement* | | 17th | *mass cure wounds, skill empowerment* | #### Channel Divinity When you take this oath at 3rd level you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. ***Shield the Meek.*** You can use your channel divinity to shield an ally from danger. As a reaction you can grant an ally within 30ft a +5 bonus to their AC. This effect lasts until the beginning of their next turn, or until you are incapacitated. ***Rebuke the Tyrannical.*** You can use your channel divinity to strike down those who abuse their authority. As an action you can target one enemy creature of a non-good alignment, they have disadvantage on attack rolls against anyone but you for the next minute. #### Aura of Solidarity Starting at 7th level, your mere presence is enough to bolster your allies resolve in battle. When an allied creature within your 10ft of you is hit with an attack or spell, the damage taken is reduced by your charisma modifier. At 18th level the range of this ability increases to 30ft. #### Shelter the Innocent Beginning at 15th level, your very soul cries out to give aid to those around you. As a bonus action on your turn, you can use the help action on a creature within your Aura of Solidarity.
\pagebreak #### One With the People At 20th level, you gain the ability to enact the ultimate sacrifice for those you protect. As an action, you can distribute your remaining hit points and spell slots among allies within 30ft of you. In order for an ally to receive one of your spell slots, they must have the ability to cast a spell of that level, it then becomes a spell slot of their respective class. Any hit points you give creatures that go over their hit point maximum become temporary hit points. After using this ability, you immediately fall to zero hit points, becoming unconscious but stabilized. If you are revived after using this ability you gain two levels of exhaustion. Once you use this ability you cannot use it again until you complete a long rest. \columnbreak > ##### Sacred Oaths for D&D 5e > Oath of the Corsair, Oath of Inquisition >
& Oath of Solidarity >
Created by /u/laserllama >
**Artist Credit:** >
Page 1 - [The Elder Scrolls Online - Caz the Heavy](https://forums.elderscrollsonline.com/en/discussion/496176/pirate-skeleton-arms-pack) >
Page 2 - [Valentin Sanduliak - Inquisitor](https://www.artstation.com/artwork/inquisitor-4960e4ab-ad95-4627-8816-61e2406b8650) >
Page 3 - [Andrei-Pervukhin - The Militia](https://www.deviantart.com/andrei-pervukhin/art/the-militia-253204984) >
Page 4 - [Hearthstone - Uther Lightbringer](https://playhearthstone.com/en-us/blog/13942454/)