Grod_The_Giant
2020-08-05, 11:16 AM
Oath of the Faithful
Those who swear the Oath of the Faithful place their trust in others, and to lay down their lives to protect their friends.
TENETS OF FAITHFULNESS
Though the exact words and strictures of the Oath of the Vigilant vary, paladins of this oath share these tenets.
Loyalty. I will never turn my back on my allies.
Love. I will cherish my friends and family in all things.
Sacrifice. I will give of myself that those I love might thrive.
Welcome. I will not limit my friendship to a chosen few.
Paladin Level
Features
3rd
Oath Spells, Channel Divinity
7th
Aura of Faith (10ft)
15th
Ever-Standing Guardian
18th
Aura of Faith (30ft)
20th
Divine Union
Paladin Level
Spells
3rd
Beast Bond, Mage Armor
5th
Barkskin, Warding Bond
9th
Counterspell, Life Transference
13th
Death Ward, Mordenkainen’s Faithful Hound
17th
Hallow, Mass Cure Wounds, Skill Empowerment
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Faith in Friends: As an action, designate one allied creature within 30ft. For one minute, that creature has advantage on all attack rolls and saving throws.
Empowered Steed: As an action, you may channel divine strength and fortitude into one adjacent creature with an Intelligence score of 6 or less that is capable of bearing a rider. Its current and maximum hit points increase by five points per Paladin level, it gains proficiency in all saving throws, and it can carry a rider of the same size category as it. The blessing lasts until you complete a long rest, or until you use this ability again.
Aura of Faith: Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against enchantment spells.
At 18th level, the range of this aura increases to 30 feet.
Ever-Standing Guardian: Beginning at 15th level, creatures who are within your reach have disadvantage on attack rolls against creatures other than you.
Divine Union: At 20th level, as an action, you can assume a state of perfect unity with one ally within 30ft. For one minute, both of you gain resistance to all damage, and when one of you is damaged you may transfer any amount of that damage to the other. In addition, you may add your Proficiency bonuses together, and each of you is considered proficient with any weapon, skill, or saving throw that the other is.
Once you use this feature, you can't use it again until you finish a long rest.
Oath of the Vigilant
The Oath of the Vigilant calls for a paladin to be ever-watchful, to defend their charges from threats both seen and unseen and to let no evil escape their sight.
TENENTS OF VIGILANCE
Though the exact words and strictures of the Oath of the Vigilant vary, paladins of this oath share these tenets.
Watch Over the Weak. I will stand alert that others may live in peace.
A Steady Gaze. I will not close my eyes to wrongdoing, no matter the cause.
Seek the Truth. What is seen is not always what is; I will find the truth wherever it is hidden.
Fact the Truth. I will not deny that which is true, no matter how distasteful it might be.
Paladin Level
Features
3rd
Oath Spells, Channel Divinity
7th
Aura of Alertness (10ft)
15th
Unblinking Eye
18th
Aura of Alertness (30ft)
20th
Divine Vigilance
Paladin Level
Spells
3rd
Hail of Thorns, Detect Magic
5th
Darkvision, See Invisibility
9th
Conjure Barrage, Clairvoyance
13th
Arcane Eye, Locate Creature
17th
Scrying, Swift Quiver
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Holy Arrows: As an action, you may imbue one ranged weapon with divine energy. For the next twenty-four hours, attacks you make with the weapon ignore resistance to piercing damage. In addition, your ranged weapon attacks with it also count as melee weapon attacks for the purposes of spells and abilities such as Divine Smite and Searing Smite.
All-Seeing Eye: As a bonus action, you may grant yourself a bonus on Wisdom (Perception) and Intelligence (Investigation) checks for the next 10 minutes.
Aura of Alertness: Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on Wisdom (Perception) checks and on Initiative checks.
At 18th level, the range of this aura increases to 30 feet.
Unblinking Eye: Beginning at 15th level, you gain truesight out to a range of 30ft. In addition, you no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity such as keeping watch.
Divine Vigilance: At 20th level, as an action, you can assume a state of total awareness. For one minute, you can see in all directions simultaneously, and the range of your Unblinking Eye extends to 60ft. Furthermore, you can’t be surprised and have advantage on attack rolls, ability checks, and saving throws. Finally, other creatures have disadvantage on attack rolls against you for the duration.
Once you use this feature, you can't use it again until you finish a long rest.
Those who swear the Oath of the Faithful place their trust in others, and to lay down their lives to protect their friends.
TENETS OF FAITHFULNESS
Though the exact words and strictures of the Oath of the Vigilant vary, paladins of this oath share these tenets.
Loyalty. I will never turn my back on my allies.
Love. I will cherish my friends and family in all things.
Sacrifice. I will give of myself that those I love might thrive.
Welcome. I will not limit my friendship to a chosen few.
Paladin Level
Features
3rd
Oath Spells, Channel Divinity
7th
Aura of Faith (10ft)
15th
Ever-Standing Guardian
18th
Aura of Faith (30ft)
20th
Divine Union
Paladin Level
Spells
3rd
Beast Bond, Mage Armor
5th
Barkskin, Warding Bond
9th
Counterspell, Life Transference
13th
Death Ward, Mordenkainen’s Faithful Hound
17th
Hallow, Mass Cure Wounds, Skill Empowerment
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Faith in Friends: As an action, designate one allied creature within 30ft. For one minute, that creature has advantage on all attack rolls and saving throws.
Empowered Steed: As an action, you may channel divine strength and fortitude into one adjacent creature with an Intelligence score of 6 or less that is capable of bearing a rider. Its current and maximum hit points increase by five points per Paladin level, it gains proficiency in all saving throws, and it can carry a rider of the same size category as it. The blessing lasts until you complete a long rest, or until you use this ability again.
Aura of Faith: Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against enchantment spells.
At 18th level, the range of this aura increases to 30 feet.
Ever-Standing Guardian: Beginning at 15th level, creatures who are within your reach have disadvantage on attack rolls against creatures other than you.
Divine Union: At 20th level, as an action, you can assume a state of perfect unity with one ally within 30ft. For one minute, both of you gain resistance to all damage, and when one of you is damaged you may transfer any amount of that damage to the other. In addition, you may add your Proficiency bonuses together, and each of you is considered proficient with any weapon, skill, or saving throw that the other is.
Once you use this feature, you can't use it again until you finish a long rest.
Oath of the Vigilant
The Oath of the Vigilant calls for a paladin to be ever-watchful, to defend their charges from threats both seen and unseen and to let no evil escape their sight.
TENENTS OF VIGILANCE
Though the exact words and strictures of the Oath of the Vigilant vary, paladins of this oath share these tenets.
Watch Over the Weak. I will stand alert that others may live in peace.
A Steady Gaze. I will not close my eyes to wrongdoing, no matter the cause.
Seek the Truth. What is seen is not always what is; I will find the truth wherever it is hidden.
Fact the Truth. I will not deny that which is true, no matter how distasteful it might be.
Paladin Level
Features
3rd
Oath Spells, Channel Divinity
7th
Aura of Alertness (10ft)
15th
Unblinking Eye
18th
Aura of Alertness (30ft)
20th
Divine Vigilance
Paladin Level
Spells
3rd
Hail of Thorns, Detect Magic
5th
Darkvision, See Invisibility
9th
Conjure Barrage, Clairvoyance
13th
Arcane Eye, Locate Creature
17th
Scrying, Swift Quiver
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Holy Arrows: As an action, you may imbue one ranged weapon with divine energy. For the next twenty-four hours, attacks you make with the weapon ignore resistance to piercing damage. In addition, your ranged weapon attacks with it also count as melee weapon attacks for the purposes of spells and abilities such as Divine Smite and Searing Smite.
All-Seeing Eye: As a bonus action, you may grant yourself a bonus on Wisdom (Perception) and Intelligence (Investigation) checks for the next 10 minutes.
Aura of Alertness: Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on Wisdom (Perception) checks and on Initiative checks.
At 18th level, the range of this aura increases to 30 feet.
Unblinking Eye: Beginning at 15th level, you gain truesight out to a range of 30ft. In addition, you no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity such as keeping watch.
Divine Vigilance: At 20th level, as an action, you can assume a state of total awareness. For one minute, you can see in all directions simultaneously, and the range of your Unblinking Eye extends to 60ft. Furthermore, you can’t be surprised and have advantage on attack rolls, ability checks, and saving throws. Finally, other creatures have disadvantage on attack rolls against you for the duration.
Once you use this feature, you can't use it again until you finish a long rest.