Paladin
Few paladins truly “chose” their career and for many becoming a paladin was more like answering a call to destiny, sometimes quite literally from a god or angel. A rare few felt compelled to the paladin's path since their early youth, as though sent into the world with a divine purpose.
It was often said that becoming a paladin was something that was either within one's nature or not and though an individual could reject the divine call that beckoned them, no one could become a paladin who did not have the necessary conviction. Due to their convictions, the defining characteristic of a paladin is their oath, and if a paladin stayed true to their oath, they retained the ability to wield these powers. ~
Project
This project’s goals were to make an update to help low ranked subclasses to be closer to the middle or high ranked subclasses of the same class. Rather than focus only on game mechanics or personal views of a subclass, the goal was to keep the subclass balanced within the designer’s intent and to the creator’s original concept. Lore, story, previous editions, characters, etc. were included if that was the focus of the creator or if there was a lack of enough information to fill in the required comparisons.
Oath of the Crown
From Sword Coast Adventurer's Guide
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. The paladins who swear this oath dedicate themselves to serving society and particularly the just laws that hold society together. These paladins 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, paladins 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
Oath of the Crown Spells
You gain oath spells at the paladin levels listed.
Paladin Level | Spells |
---|---|
3rd | Command, Compelled Duel |
5th | Warding Bond, Zone of Truth |
9th | Aura of Vitality, Spirit Guardians |
13th | Banishment, Guardian of Faith |
17th | Circle of Power, Geas |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Champion 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. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that has less than half its max hit points remaining, is able to hear you, and is within 30 feet of you regains hit points equal to your Charisma modifier (minimum of 1) + a number of d6s equal to your proficiency bonus.
Divine Allegiance
Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.
At level 18, the range of this feature increases to 10 feet.
Divine Guard (Optional)
This feature will replace Divine Allegiance and Aura of Intervention.
Starting at 7th level, when a creature within 5 feet of you is about to take damage, you can use your reaction to take the damage yourself. The damage to you can't be reduced or prevented in any way. Also, if the target creature is willing and isn't incapacitated, you can move to where they are, allowing the target creature to move 5 feet in any direction they choose. This movement doesn't provoke opportunity attacks. Until your next turn and while the target creature is within 5 feet of you, any attack that targets the creature you protected targets you instead, using your AC and does not apply toward area effects.At 13th level, the range of this feature increases to 10 feet. At 18th level, the range becomes 15 feet.
Aura of Intervention (Optional)
This feature will replace Divine Allegiance and Divine Guard.
Starting at 7th level, when a creature that you can see within 10 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing you to take the damage and not the target creature. This damage to you can't be reduced or prevented in any way. As part of this reaction, you can make an attack against the attacking creature if they are within range of your weapon. Until the end of your next turn, you can substitute the damage from the same creature once more without a reaction or an attack, if you do, this damage is lowered by your Charisma modifier.At 18th level, the range of this aura increases to 30 feet.
Unyielding Saint
Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned. Additionally, if a creature is affected by Turn the Tide or Divine Allegiance (or replacement options), then until the end of your next turn, they can add your Charisma modifier to their saving throws to avoid becoming paralyzed or stunned.
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 action to gain the following benefits for 1 hour:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- Your allies have advantage on death saving throws while within 30 feet of you.
- You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
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.
Origion File Location
Files copied from Revision on Homebrewery.