Oath of Proselytism
The Oath of Proselytism is held by missionaries, emissaries, templars, expansionists, and pioneers of un converted lands. They excel at building bridges between virulent groups of people through religious rhetoric, but can engage in secular arguments when necessary. Due to the dangerous nature of the lands these missionaries must often tread, they clad themselves in weapons and armor to better protect themselves and their flock from those who would squander or impede their faiths expansion. They often resort to blessings and magic that expands their mobility when faced with territorial hurdles that would otherwise slow them greatly due to their cumbersome armor and vestments.
Tenets of Proselytism
A paladin who takes this oath must keep the tenets of proselytism radiant within their own hearts, and must strive to spread that same radiance to the souls of others.
Inspire You cannot hope to attract new converts if you are not an individual they deem worthy of respect or admiration.
Convert with Words The first and greatest angle of approach for conversion is with words and prayer.
Confront with Might If others try to impede your righteous mission with steel or intimidation, they must be met in kind.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level | Spells |
---|---|
3rd | comprehend languages, charm person |
5th | misty step, suggestion |
9th | hypnotic pattern, mass healing word |
13th | compulsion, dimension door |
17th | dominate person, hallow |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Preach As an action you can preach to those around you, fostering faith or respect for your clergy among a number of creatures equal to you Charisma modifier within 60ft of you. If they are an ally they gain an amount of temporary hit points equal to your paladin level, while all other creatures must succeed a Wisdom saving throw. On a failure they become charmed by you for 1 minute. While charmed in this way creatures respect your faith if they disliked it before, and speak admiringly of it if they were respectful or neutral towards it before. They gain advantage on this saving throw if you or your companions are fighting them.
Unify As a bonus action you can share the blessings of your faiths scripture with an ally within 30ft of you, draping the the ally in incense or light, creating a bond that serves as a bulwark of unity for 1 minute. During this minute, any time a bonded creature suffers damage from an enemy, the other bonded ally can expend their reaction to teleport to a space within 10ft of the ally who suffered the damage and make one weapon attack against the enemy. A bonded creature cannot teleport more than 30ft with this feature.
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Stirring Conviction
At 7th level both your confidence and conviction in your cause increases, allowing you to fight with a new caliber of vigor when protecting those who aid your efforts. You gain advantage on the first attack roll you make each turn against enemies that are within 5ft of your allies.
At 18th level, this conviction inspires those around you. Your allies gain advantage on the first attack roll they make each turn against enemies within 5ft of you.
Steel Clad Missionary
Starting at 15th level, your canonical approach to unification and conversion continues to increase in its efficacy. Whenever you grant a creature 10 or more hit points from lay on hands you may choose to bless them, forcing them to make a Wisdom saving throw. On a failure the blessing stirs them, and they become charmed by you for 1 minute or until they receive damage. They gain advantage on this saving throw if you or your allies are battling them.
In addition, while both you and your ally are bonded with Unify, you both deal an additional 1d6 radiant damage on successful weapon attacks while within 10ft of each other.
This instead deals necrotic damage if your alignment is evil.
Luminary of Conversion
At 20th level, as an action, you can assume the form of an anointed shepherd of the initiated, gaining the following benefits for 1 minute:
- You can add your Charisma modifier to your AC, and the AC of any creature you have charmed while they are within 30ft of you.
- You gain advantage on any Charisma based check or saving throw.
- Creatures no longer gain advantage on saving throws against your charm effects while they are in battle with you, and if charmed by you will fight to protect you or those who attack your faith, using force if you instruct them to do so.
Once you use this feature, you cant use it again until you finish a long rest.
Art Credit: Bogdan Rezunenko
Written by: James Rathwell