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### 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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**Art Credit: Bogdan Rezunenko**
**Written by: James Rathwell**