Oath of the Crown, Revised

by SucciSaucy

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Oath of the Crown (Revised V1.1)

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. These paladins dedicate themselves to serving society and, in particular, the just laws that hold society together. They are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, those who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.

Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.

Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Oath Spells

You gain oath spells at the Paladin levels listed in the Oath of the Crown Spells table.

Oath of the Crown Spells
Paladin Level Spells
3rd healing word, shield of faith
5th hold person, zone of truth
9th mass healing word, spirit guardians
13th banishment, death ward
17th geas, hold monster

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Champion's Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you, and if that creature targets a creature other than you with an attack, you gain advantage on your next attack roll made against that creature before the end of your next turn.

This effect lasts for 10 minutes and ends early on a creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Divine Leadership. As a bonus action, you can use your Channel Divinity to augment your presence. For the next 10 minutes, you have advantage on all Charisma (Persuasion) and Charisma (Intimidation) checks, and can cause your voice to boom up to 3 times as loud as normal.

Art Credits

Knight of Ozem by Akeiron

Aura of the Champion

Starting at 7th level, while you are not incapacitated, you emanate an aura within 10 feet of you that goads your enemies into fighting you. If you hit a creature with a weapon attack then, until the end of your next turn, that creature has disadvantage on attack rolls targeting any creature other than you while they are within this aura.

At 18th level, the range of this aura increases to 30 feet.

Unwavering Resolve

Starting at 15th level, whenever you or an ally within 30 feet of you that can see you fails a saving throw while you are not incapacitated, you can use your reaction to allow that creature to reroll that saving throw. They must use the second result.

Once you use this feature you cannot use it again until you finish a short or long rest.

Exalted Champion

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your bonus action to gain the following benefits for 1 minute:

  • You have resistance to all damage.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
  • When you or an allied creature within 30 feet of you hits with a weapon attack, that attack can deal an extra 2d8 radiant damage. Each creature can only deal this damage once per turn.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

 

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