Oath of Unity
The oath of unity is a promise to protect all those in a group or community from evils which seek to divide them, and foster bonds which can strengthen them.
Paladins beholden to the oath understand that to stand alone in the face of danger is often a sign of weakness, not strength. True strength is found when individuals, groups, cities or even nations band together to work in harmony towards their common goals.
In the past, such Paladins have worked in noble courts as advisors, in armies as captains and commanders or travelling across the realms as emissaries, and they are often well-regarded for their stoicism and amicableness.
Some, however, find work as enforcers or inquisitors, silencing rebels or dissenters who threaten to upset the delicate unity of a community or nation. Such Paladins are often employed by tyrants, and are prone to act in a manner which is overtly dogmatic, hierarchical, and orthodox.
Tenets of Unity
Strength in Unity. You or your allies will rarely find yourselves alone, as you seek new bonds of friendship and alliances whenever you find others with an aligned purpose.
Kinship. You treat your friends and allies as you do your family, showing each of them respect, kindness and compassion, as well as being ready to fight for their ideals as strongly as your own. Faithful Ally. To shirk from your duties or break vows to those who you call you their own is unthinkable to you. You gain proficiency in the Insight skill. You gain oath spells at the Paladin levels listed. *One of these two When you take this oath at 3rd level, you gain the following two Channel Divinity options. Cultivate Bonds. As an action, choose a number of creatures you can see within 30 feet of you equal to your proficiency bonus.
For the next minute, you gain a bonus to any Insight (Wisdom) check you make to perceive those creatures thoughts or beliefs and to any Persuasion (Charisma) checks you make to interact with those creatures equal to your Charisma modifier.Natural Empath
Oath Spells
Oath of Unity Spells
Paladin Level
Spells
3rd
Guiding Bolt, Feather Fall/Find Familiar*
5th
Warding Bond, Enhance Ability
9th
Aura of Vitality, Spirit Guardians
13th
Dimension Door, Freedom of Movement
17th
Hallow, Greater Restoration
Channel Divinity
United We Stand. As a bonus action, you can rally a number of creatures you can see within 30 feet of you equal to your proficiency bonus.
For the next minute, the walking speed of you and the creatures you rallied increases by 10 feet, and the first time you or one of those creatures hits with an attack each turn, the attack deals additional damage equal to your Charisma modifier.
Aura Of Unity
Starting at 7th level, you emit a warm and comforting aura that empowers you and your nearby allies with each others strengths.
Whenever you or an ally within 10 feet of you make an ability check or saving throw, a different ally (can be you) within 10 feet of you that is proficient in that skill or saving throw can use it's reaction to add their proficiency bonus to that roll.
They can choose to use this reaction after the die is rolled, but before any results of the die roll are calculated. This special reaction can be taken a number of times equal to your Charisma modifier, and all expended uses are regained on a short rest.
At 18th level, the range of this aura increases to 30 feet.
Effortless Synergy
Starting at 15th level, you can take the help action once during your turn as a free action provided that the ally you are helping is within the range of your Aura of Unity.
Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack does not need to be within 5 feet of you.
You can take the Help action this way a number of times equal to your proficiency bonus, and regain all expended uses on a long rest.
Symbol of Solidarity
When you reach 20th level, you can weave the skills of yourself and others together to work in perfect harmony.
As a bonus action, choose a number of creatures up to your proficiency bonus. For the next minute, you and the chosen creatures are considered under the effects of the bless, freedom of movement and shield of faith spells, and gain temporary hit points equal to 2d10 plus your Charisma modifier.
Additionally, the next time you cast a spell that requires concentration during this duration, you can choose an ally within 30 feet of you that is not concentrating on anything to concentrate on it instead.
Once you use this feature, you can't use it again until you finish a long rest.
Image Credits
- Dominaria United concept art by Magali Villaneuve
- Spoils of Adventure by Zezhou Chen
- Adventure Awaits by Billy Christian