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View Full Version : D&D 5e/Next Paladin Oaths [PEACH]



Composer99
2019-08-08, 08:53 AM
Here are a bunch of new paladin oaths:
- Oath of the Chevalier, for paladins who want to lean in to the 3.5 and older mounted aspect of the paladin - also, why let rangers have all the fun?
- Elder Oath, for paladins who want to take a walk on the creepy side
- Fel Oath, for paladins who want to wield fiendish, instead of holy, power
- Oath of the Hospitaler, for paladins who want to lean in on being healers, with some tanky features as well
- Oath of Liberation, for chaotic (good) paladins
- Oath of Order, for paladins who want to emphasise lawfulness without the evil vibes of Conquest
- Oath of Valour, which uses combat manoeuvres (link in my signature)
- Undying Oath, for paladins who want to be death knights

Note: Due to the character limit, the Undying Oath appears in the second post on this page.


Oath of the Chevalier
Paladins who take up the Oath of the Chevalier are renowned cavaliers, mounted knights on horseback who ride swiftly into battle. They are often of noble heritage, serving as an example of chivalry and propriety to others in powerful positions in society. Paladins of this Oath form strong bonds with animals, and especially with their steed.

Tenets of the Chevalier
The tenets of this Oath focus on courtly behaviour, on respecting those in all stations of society, and on a duty of care to those in lesser station.
- Respect: You respect those in your station or higher in society, as long as they behave justly.
- Care: You have a duty of care to those below your station, to ensure they are protected from dangers – even from those above them if need be. Most paladins of this Oath consider animals of all sorts to be covered under this duty as well.
- Loyalty: You are everlastingly loyal to your steed and to your companions.

Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Chevalier Spells table. See the Sacred Oath class feature, above, for details on how oath spells work.



Paladin Level
Spells


3rd
charm person, speak with animals


5th
enthrall, find steed


9th
aura of vitality, sending


13th
freedom of movement, locate creature


17th
dispel evil and good, geas



Bonus Proficiencies
When you take this Oath at 3rd level, you gain the Handle Animal skill proficiency.

Bonded Mount
Also at 3rd level, you develop a sacred bond with a warhorse, mastiff, camel, or similar steed. This animal becomes your bonded mount, accompanying you on your adventures. If you don’t already have a suitable beast upon reaching 3rd level, you must purchase or tame one. To make a beast into your bonded mount, you must spend 8 hours with it in a sacred ritual, expending 50 gp in special materials and foods. Your bonded mount gains the following benefits:
- It uses your proficiency bonus instead of its own for ability checks, attack rolls, and saving throws.
- It gains your saving throw proficiencies.
- It gains three Hit Dice. Each time you gain a level in this class, your bonded mount gains an additional Hit Die. Each time your bonded mount gains a Hit Die, it rolls it, adds its Constitution modifier to the roll, and adds the result to its hit point maximum (minimum 1 hit point). The Hit Dice your bonded mount gains as a result of this feature are d8s, regardless of its size. Your bonded mount can spend its Hit Dice as normal when it finishes a short rest, and recover them as normal when it finishes a long rest.
While you aren't mounted on your bonded mount, it takes the Dodge action on its turn, and can take reactions normally. If you are more than 60 feet away from it, it moves, and takes the Dash action if necessary, to remain within 60 feet of you unless you direct it otherwise. On your turn you can use a bonus action to direct your mount to move to an unoccupied space within its movement range and take the Dash, Disengage, or Hide actions. Whenever you take the Attack action on your turn, you can forego making a weapon attack to direct your mount to make a weapon attack of its own, which it does after using a reaction. In any case, your mount can't use bonus actions. Your mount must be able to hear and see you for you to direct it in this fashion.
If you cast find steed or find greater steed while you have a bonded mount, instead of summoning a spirit to serve as a steed, you can bestow the benefits of the spell on your bonded mount. Releasing your bonded mount from the spell’s effect does not end the sacred bond you and it share as a result of this class feature.
You can replace your bonded mount by choosing a new mount and undertaking the ritual described above with it. The new mount becomes your bonded mount upon the conclusion of the ritual.
Your bonded mount adds your Charisma modifier (minimum 1) to its AC as long as you are astride it starting at 7th level, and as long as you are within 30 feet of it starting at 13th level.

Furious Charge
You are a superb rider in combat, riding down any foe with ease. Starting at 7th level, while astride your mount you gain the following benefits, which you can use when your mount takes the Dash action. If any of these benefits force a creature to make a saving throw, the save DC is 8 + your proficiency bonus + either your or your mount's Strength modifier, whichever is higher.
- On each of your turns, if you make a weapon attack with a lance after your mount moves at least 30 feet in a straight line, you roll one extra damage die on one such attack that hits. If you hit a creature that is itself mounted with this attack, it must succeed on a Strength saving throw or be dismounted and knocked prone in an unoccupied space next to its mount.
- On each of your turns, as long as your mount has moved at least 30 feet in a straight line, as part of its move it can move through the space of a single creature that is smaller than it, or the space of a single prone creature that is no more than one size larger than it. The creature whose space it moves through must succeed on a Dexterity saving throw or take bludgeoning damage equal to 2d6 + your mount's Strength modifier.
- You can use your bonus action while your mount is moving. If you do so, your mount can move through the space of a single creature its size or smaller. The creature whose space it moves through must succeed on a Dexterity saving throw or fall prone in its space.
You can use any such ability a number of times equal to your proficiency bonus, regaining expended uses when you finish a short or long rest.

Inspiring Chivalry
The divine power backing your force of personality grants supernal confidence and skill to your friends and allies. When you reach 13th level, as a quick action you choose a creature you can see within 60 feet that can hear you. That creature receives a Chivalry Die, a d6.
Once within the next hour, the creature can roll the die and add the number rolled to one ability check or saving throw. The creature can wait until after it rolls the d20 before deciding to use the Chivalry Die, but must decide before it knows the result of the roll.
Once a the Chivalry Die is rolled, or if it remains unused after 1 hour, it is lost.
You can bestow a number of Chivalry Dice equal to your Charisma modifier (minimum one Die), regaining spent Chivalry Dice after finishing a long rest.

Swift-Winded Steed
As the sacred bond between you and your bonded mount reaches its apogee, both you and it receive new powers. At 20th level, your mount grows a set of wings, and gains a fly speed equal to its base movement speed. You can cause these wings to disappear or reappear as a bonus action. The wings will not appear while your mount is wearing any barding or other apparel that is not modified to accommodate them.

In addition, you can use your action to undergo a transformation lasting 1 minute. During that time, as long as you are astride your bonded mount:
- Your mount has advantage on all its attack rolls;
- You and your mount both resist all damage other than psychic damage;
- You and your mount have advantage on saving throws against spells and other magical effects; and
- Your mount’s movement does not provoke opportunity attacks.
After using this feature, you must finish a long rest before you can use it again.


Elder Oath
Fallen paladins who swear an Elder Oath are swearing oaths to strange and ancient entities that reside beyond the normal bounds of space and time. Even the slightest exposure to these beings and to their power can fracture the bodies, minds, and souls of mortals. Paladins who swear this oath are sometimes known as dreadknights. Since the beings or forces that dwell in the strange places pay little, if any, attention to the mortals that worship them, a few paladins of the Elder Oath have taken up its power in order to turn it on the very creatures from whence it comes.

Tenets of the Elder Oath
The tenets of the Elder Oath emphasise spreading the gifts of fear, madness, and death throughout the world.
- Embody the Unknowable: No mortal mind can long withstand comprehension of the deepest truths of the multiverse. You embody this psyche-shattering clarity and spread it to others.
- Spread Fear: With your aberrant powers, mortals who confront you will know fear.
- Work in the Darkness: The aberrations that spawn in the world as a result of the alien powers shun the light of day. Work at times and in places of shadow and darkness to spread their will.
- Bring Death to the World: The final, most merciful gift of the Elder Oath is death. Bring death to those worthy of release from the bonds of fear and madness.

Oath Spells
You gain oath spells at the paladin levels listed in the Elder Oath Spells table. See the Sacred Oath class feature, above, for details on how oath spells work.



Paladin Level
Spells


3rd
arms of Hadar, dissonant whispers


5th
detect thoughts, suggestion


9th
enemies abound, fear


13th
confusion, phantasmal killer


17th
contact other plane, dominate person



Mind-Shattering Smite
Instead of channeling the power of the gods, you learn how to channel the bizarre powers of incomprehensible, alien creature from realms beyond the capabilities of mortal ken. When you take this oath at 3rd level, the additional damage you deal with your Divine Smite feature becomes psychic damage, instead of radiant damage, and you no longer deal additional damage to fiends or undead. Instead, whenever you use your Divine Smite feature, the creature you hit must succeed on a Wisdom saving throw or become incapacitated until the end of its next turn. A creature immune to being charmed can't be affected in this fashion.
In addition, the additional damage you deal with your Radiant Strikes feature at 11th level also becomes psychic damage instead of radiant damage.

Channel Divinity
Also at 3rd level, you gain the following two Channel Divinity options:
Mind-bending Terror. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, the creature becomes frightened of you for 1 minute. Even creatures normally immune to being frightened can be affected, although they have advantage on their saving throws. A creature frightened by this feature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Befuddling Whispers. As an action, the air within 30 feet of you becomes filled with a susurrus of fractured, half-formed sentences, most barely audible. Until your next turn, each creature starting its turn within the area must succeed on a Charisma saving throw or lose its action for that turn. Creatures that are immune to being charmed can’t be affected by this feature.

Aura of Madness
You emanate an aura that warps the minds of your enemies. At 7th level, whenever a creature within 10 feet of you makes a weapon attack, you can use your reaction to force the creature to make a Charisma saving throw. On a failed save, the affected creature takes 1d6 psychic damage and must choose its target randomly from all creatures within its weapon’s range. If you are the only eligible target for the attack, a creature affected by this aura does not make the affected attack.
When you reach 18th level, the range of this aura increases to 30 feet.

Fearful Blows
When you channel power into the strokes of your weapon, you project a cone of psychic terror as the blow lands. Starting at 15th level, whenever you expend a spell slot to use Divine Smite, the target of the triggering weapon attack, and each creature in a 30-foot cone behind it, must succeed on a Wisdom saving throw or become frightened of you for 1 minute.
A creature so frightened can repeat the saving throw with disadvantage at the end of each of its turns, ending the effect on itself on a success.

Aberrant Champion
Upon reaching the pinnacle of your power, you become able to transform yourself into something like an avatar of the alien forces and beings to which you swore your oath. At 20th level, you can use your action to undergo a transformation that lasts for 1 minute. During that time:
- Your arms transform into flexible grasping tentacles or pseudopods, and your reach extends by 5 feet.
- You have eyes all over your body. While you aren’t blinded, you can’t be surprised, you have advantage on Wisdom (Perception) checks that rely on sight, and you have truesight out to 60 feet.
- You become immune to psychic damage, you can’t be charmed or frightened, and magic can’t put you to sleep.
- Each creature that can see you at the start of its turn must succeed on a Charisma saving throw, taking 1d6 psychic damage and becoming affected as if by the confusion spell on a failed save, and taking no damage nor being affected in any other way on a successful one. In either case, once a creature makes its saving throw, it can’t be affected by this feature again for 24 hours.
Once you use this feature, you can’t use it again until you finish a long rest.


Fel Oath
Fallen paladins who swear a fel oath are swearing unto exceptionally powerful fiends, such as archdevils or demon princes. Such paladins, often known as felknights, become a force for spreading the fiends’ will in the world, often seeking out means by which their presence can be made permanent, much to the peril of all.

Tenets of the Fel Oath
While the exact terms of this oath may vary wildly, depending on what sort of fiends they have fallen in with, paladins adopting this oath tend to adopt these general tenets.
- Encourage Fel Bargains: Fiends offer great power to mortals who treat with them – for a price. You must create opportunities for such bargains to be made.
- Spread Malice: Encourage others to resort to treachery, blackmail, deceit, and murder, for such are the ways of fiends.
- Dominate Others: Whether organised in an orderly or chaotic fashion, fiends have strict hierarchies, in which each oppresses its lesser, and is oppressed in turn by those above it. So too must you endeavour to dominate all who are beneath you, and rise in power so that there are few – or better still, none – who are your equals or betters.

Oath Spells
You gain oath spells at the paladin levels listed in the Fel Oath Spells table. See the Sacred Oath class feature, above, for details on how oath spells work.



Paladin Level
Spells


3rd
bane, hellish rebuke


5th
darkness, scorching ray


9th
bestow curse, summon lesser demons


13th
summon greater demon, wall of fire


17th
contact other plane, infernal calling



Fel Power
Instead of channeling the power of the gods, you learn how to channel the wrath of fiends. When you take this oath at 3rd level, the additional damage you deal with your Divine Smite feature becomes fire damage instead of radiant damage, you roll d10s instead of d8s for your additional damage, and you now deal additional damage to celestials instead of fiends or undead. In addition, the additional damage you deal when you gain your Radiant Strikes feature 11th level also becomes fire damage instead of radiant damage, and you roll 1d10 instead of 1d8 for the extra damage.

Channel Divinity
Also at 3rd level, you gain the following two Channel Divinity options:
Turn the Holy. As an action, you call down fel power in a 30-foot radius around you, affecting celestials and creatures other than yourself that are capable of casting spells as a cleric, druid, paladin, or ranger. Each such creature within the area must succeed on a Wisdom saving throw or take 1d8 fire damage and become turned for 1 minute or until it takes any further damage. A creature turned by you must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It is also dazed. For its action, it can only use the Dash action or try to escape an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Fel Empowerment. As an action, you draw fel power into yourself and your allies. You and a number of creatures equal to your Charisma modifier (minimum one other creature) within 30 feet of you that you can see receive temporary hit points equal to half your paladin level and their weapon attacks deal an additional 1d6 fire damage for 1 minute. Fiends receive temporary hit points equal to your paladin level, and their weapon attacks deal an additional 1d8 fire damage, instead.

Aura of Hellfire
The fiendish power coursing through you manifests as a searing aura that wreaths your enemies in hellfire. Beginning at 7th level, while you aren’t incapacitated, once on your turn as bonus action you can choose one creature within 10 feet of you that you can see. The target must succeed on a Constitution saving throw or take 1d4 fire damage.
When you reach 18th level, the range of this aura increases to 30 feet, and the damage increases to 1d6.

Fel Magic
As your bond with fiends deepens, your magic transforms to become as unto their magic. Starting at 15th level, you resist fire damage. In addition, you learn the find familiar spell and can cast it as a ritual. If you do so, you can choose an imp or quasit as a familiar form, in addition to the regular forms granted by the spell. Any familiar you gain from casting find familiar is always a fiend.

Fel Transformation
At 20th level, the fel power within you has reached its peak. As an action, you can undergo a fel transformation that lasts for 1 minute. During that time, you gain the following benefits:
- When you take the Attack action on your turn, you can make an additional attack as part of that action.
- You have advantage on saving throws against spells cast by celestials or by any creature that casts spells as a cleric, druid, paladin, or ranger.
- Any creature that can see you at the start of its turn whose CR is 4 or less and isn’t a fiend must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A creature that succeeds this saving throw can’t be affected by this feature for 24 hours.
Once you use this feature, you can’t use it again until you finish a long rest.


Oath of the Hospitaler
The Oath of the Hospitaler calls a paladin to provide healing, succour, and relief to the weak, the injured, the sick, and the dying. Although still formidable combatants, paladins who swear this oath espouse the virtues of compassion, mercy, and treating all who are infirm. Such paladins most often raise arms against those who threaten or attack places of healing and succour.

Tenets of the Hospitaler
The tenets of this oath hold a paladin to ideals of unconditional mercy, of preserving life in its myriad forms, and of bringing hope and renewal through healing and reconciliation.
- Peace: Healing and reconciliation can only flourish in an environment free from violence. Endeavour to end violent conflict swiftly, through mediation and negotiation if you can, through force of arms if you must.
- Mercy: You are called to treat both the just and the unjust when they come before you for healing.
- Compassion: Not all hurts are visible, and not everyone fully heals from injuries. You must reach out to others in their illness and despair with empathy and compassion.
- Protection: You must defend those in your care from any who would do them harm.

Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Hospitaler Spells table. See the Sacred Oath class feature, above, for details on how oath spells work.



Paladin Level
Spells


3rd
detect poison and disease, healing word


5th
prayer of healing, warding bond


9th
beacon of hope, revivify


13th
aura of life, guardian of faith


17th
dispel evil and good, mass cure wounds



Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options:
Healing Power. As an action, you extend your holy symbol and utter a prayer of succour. Choose a number of creatures, up to your Charisma modifier (minimum one creature) that are within 30 feet of you. Each creature so chosen regains hit points equal to your paladin level. You can’t affect constructs or undead with this feature.
Protect the Weak. As an action, you extend your holy symbol and pray that those nearby might be protected from harm. Until your next turn, you resist bludgeoning, piercing, and slashing damage, as does each creature within 30 feet of you.

Mercy
You learn how to use the divine power at your command to greater effect when providing healing or succour. Starting at 7th level, whenever you use your Lay on Hands feature, you can spend hit points from the pool of hit points granted by that feature to remove harmful conditions from creatures you touch. You can remove multiple conditions with a single use of Lay on Hands, expending hit points separately for each one.
- You can spend 5 hit points to cure a creature’s blindness, deafness, or paralysis (ending the blinded, deafened, and paralysed conditions, respectively), or to remove one of the dazed or hindered conditions from a creature. [Note: The last two are conditions introduced in my combat manoeuvre system.]
- You can spend 10 hit points to remove one of the charmed, frightened, or weakened conditions from a creature. [Note: Weakened is another condition introduced in my combat manoeuvre system.]
- You can spend 15 hit points to remove one level of exhaustion from a creature.
- You can spend 20 hit points to remove the stunned condition from a creature, or to end a reduction to one of its ability scores or to its hit point maximum.
- You can spend 25 hit points to remove one curse or one attunement to a cursed item from a creature.
- You can spend 50 hit points to restore a petrified creature, or to revive a creature that has been dead for no more than 1 minute, to life. In either case, the creature returns to life with 1 hit point.
In addition, whenever you use your Lay on Hands feature to spend 10 or more hit points on a single creature, for whatever purpose, that creature regains hit points equal to your Charisma modifier (minimum one hit point).

Defender of the Faithful
Your training and experience as a hospitaler extends to defending others from harm as well as healing them. At 15th level, once per round, whenever you use your reaction to use the Protection fighting style, you regain the use of your reaction. [Note: When using my combat manoeuvre system, this would be whenever you use the protect manoeuvre instead.]
In addition, whenever a creature you can see within 5 feet of you makes a weapon attack targeting a creature other than yourself, you can use your reaction to make a melee weapon attack against that creature. On a hit, in addition to taking damage from the attack, the target has disadvantage on any weapon attacks targeting creatures other than yourself for 1 minute.

Holy Avatar
Once you reach 20th level, you can briefly take on a shining mantle of sacred power. As an action, you undergo a transformation lasting for 1 minute. During that time, you gain the following benefits:
- At the start of each of your turns, you regain hit points equal to your Charisma modifier (minimum 1 hit point), as does each creature within 30 feet of you that isn't hostile to you.
- You can’t be blinded, deafened, paralysed, stunned, or weakened.
- Whenever you use your reaction to make a weapon attack, you have advantage on the attack roll.
- Whenever a creature within 30 feet of you makes a weapon, manoeuvre, or spell attack targeting a creature friendly to you, it takes radiant damage equal to your Charisma modifier (minimum 1 damage).
Once you use this feature, you can’t use it again until you finish a long rest.


Oath of Liberation
A paladin who espouses the Oath of Liberation holds fast to the ideals of liberty. Such paladins do not object to laws or order as such, but are swift to denounce unjust laws, or to laws applied or interpreted in an unjust or oppressive manner, and are just as swift to act against unjust or oppressive authorities. Corrupt judges, kleptocrat crime lords, exploitative landlords, slavers, tyrants, and any others of their ilk are the sworn enemies of a paladin who has taken this Oath.

Tenets of Liberation
Though no two paladins who swear this Oath will adopt the exact same strictures, such paladins share the same overarching tenets.
- Spread Liberty: Strive to uproot unjust and oppressive laws and authorities wherever they may be found, and to supplant them with laws and authorities who respect and preserve the liberty of those they govern.
- Act Swiftly: The gears of lawful justice grind slowly all too often. Once you are confident you have the measure of a situation, act at once to make things right.
- Practice Restraint: Anarchy and lawlessness are just as inimical to liberty as are oppression and legalism. Be sure that your fight against tyranny does not lead to violent chaos, and do not trample on the innocent in your haste to punish the guilty.
- Respect: Treat the high and mighty and the low and simple with equal measures of decency.
- Hope: You are to be a beacon of hope for the oppressed and enslaved, encouraging them to rise up against those that would shackle them.

Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Liberation Spells table. See the Sacred Oath class feature, above, for details on how oath spells work.



Paladin Level
Spells


3rd
heroism, longstrider


5th
pass without trace, shatter


9th
haste, remove curse


13th
dimension door, freedom of movement


17th
circle of power, passwall



Bonus Proficiencies
When you take this Oath at 3rd level, you become proficient with thieves’ tools and with either the Stealth or Thievery skills.

Channel Divinity
Also at 3rd level, you gain the following two Channel Divinity options:
Swift Liberty. As an action, you raise your holy symbol high and utter an invocation calling for the swift instalment of liberty. For 1 minute afterward, you and a number of friendly creatures within 30 feet, up to your Charisma modifier (minimum one creature), can take the Dash action as a quick action.
Unseat the Tyrant. As an action, you brandish your holy symbol and speak a severe prayer censuring the tyrant. Each humanoid within 30 feet of you that can hear you must make a Wisdom saving throw, becoming turned on a failed save for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It is also dazed. For its action, it can only use the Dash action or try to escape an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Defend action. You can exempt a number of creatures of your choice, up to your Charisma modifier (minimum one creature), from this effect.

Aura of Liberation
Your very presence seems to snap bonds and locks and to prevent your allies from being held against their will. Starting at 7th level, as long as you are conscious, you and friendly creatures within 10 feet of you can’t be hindered, restrained, or paralysed.
At 18th level, the range of this aura increases to 30 feet.

Dispel Deceit
The powerful use illusions and lies to convince the oppressed to feel comfortable in their cages, but when they do, you are there to unmask those deceits. At 15th level, you are at the centre of a 15-foot-radius sphere that is permanently under the effect of zone of truth.
In addition, as an action, you can cast a modified version of dispel magic that only affects illusions without expending a spell slot. You can do so a number of times equal to your Charisma modifier (minimum one time). You regain expended uses of this feature when you finish a long rest. You can expend three uses of this feature to instead cast true seeing on yourself without expending a spell slot or supplying material components.

Herald of Liberty
Upon reaching 20th level, you can use an action to transform into a resplendent beacon of liberty and hope. For the next minute, you gain the following benefits:
- Glowing wings appear at your back, granting you a flying speed of 60 feet.
- Each friendly creature that starts its turn within 60 feet of you doesn’t provoke opportunity attacks when it moves on its turn.
- The first time you or a friendly creature within 60 feet of you is reduced to 0 hit points during this time, you can use your reaction to cause the target to be reduced to 1 hit point instead, and then to immediately regain hit points equal to your paladin level plus your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.


Oath of Order
Paladins who take the Oath of Order bring law and justice to lands where they are lacking. For these paladins, the rule of law is the surest path to peace, justice, and the weal of all. In the harsh, lawless settlements of the frontier and the mean, crime-ridden streets of the great cities, paladins of order sometimes find themselves acting as constabulary, judge, and executioner all at once, lest there be no law in such places at all.

Tenets of Order
Paladins who take this oath often craft their tenets in the form of binding contracts, finely detailed and carefully parsed.
- Uphold Law: Central to your oath is the obligation to uphold and defend just laws, and to bring to justice those who defy them.
- Exercise Mercy: Law without mercy is the tool of tyrants and fiends: it is scarcely better than anarchy.
- Defend Truth: Protect the innocent and ensure that truth prevails by stamping out deceit.
- Respect Authority: Benign and well-constituted authority helps to sustain the common weal upon which civilised peoples depend.

Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Order Spells table. See the Sacred Oath class feature, above, for details on how oath spells work.



Paladin Level
Spells


3rd
alarm, command


5th
calm emotions, hold person


9th
counterspell, dispel magic


13th
compulsion, locate creature


17th
hold monster, planar binding



Channel Divinity
You use divine power to uphold law and order. When you take this Oath at 3rd level, you gain the following two Channel Divinity options:
Reliable Fate. You can empower a creature you touch, including yourself, using a bonus action on your turn. Until the start of your next turn, the creature touched treats each ability check or attack roll as if it rolled an 11.
Turn the Chaotic. As an action, you brandish your holy symbol and utter an invocation rebuking the forces of chaos. Each aberration, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw, becoming turned on a failed save for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It is also dazed. For its action, it can only use the Dash action or try to escape an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Indefatigable Aura
Starting at 7th level, while you’re not unconscious, you and friendly creatures within 10 feet of you can’t be weakened, dazed, or made unconscious by magic. The range of this aura increases to 30 feet at 18th level.
[Note: If you don't want to use the conditions from my combat manoeuvre system, this aura would best replicate the Aura of Devotion from that oath.]

Implacable Teamwork
The advance of law and justice inexorably beats down the tides of chaos and wickedness. At 15th level, whenever you reduce another creature to 0 hit points on your turn, a creature friendly to you that you can see and that can see or hear you can use its reaction to make a weapon attack. If it hits, it adds your Charisma modifier to the damage roll.

Champion of Order
When you reach 20th level, you can use your action to briefly adopt an aura of divine power exemplifying law and order. For 1 minute after doing so, you gain the following benefits:
- Each time you must make an ability check, attack roll, or saving throw, you can treat the roll as an 11 instead of rolling.
- Once on each of your turns, whenever you roll for damage you can use a fixed value for each die instead of rolling: 3 for d4s, 4 for d6s, 5 for d8s, 6 for d10s, and 7 for d12s.
- At the start of each of your turns, one creature of your choice that you can see must succeed on a Dexterity saving throw or become hindered until the start of your next turn. If that creature has a flight speed, it loses the ability to fly during that time, and falls if it is already aloft. [Note: If not using the conditions from the combat manoeuvre system, any creature so affected has its movement halved.]
Once you use this feature, you can’t use it again until you finish a long rest.


Oath of Valour
For a paladin who takes the Oath of Valour, justice, glory, and honour are found on the field of battle. Where other paladins take up the sword as a means to some other end, for the paladin of Valour, battle is an end in itself. Such paladins will act in the service of any just, holy, or righteous cause, so long as they have the opportunity to test their mettle and strength at arms on the battlefield.

This Oath relies on the combat manoeuvre system. If not using that system, you pretty much can't use this subclass. Later on, I might post a version that uses a variant of battlemaster manoeuvres?

Tenets of Valour
Although the specifics may vary from paladin to paladin, paladins who take this oath tend to share the following tenets:
- Honour: Treat enemy and ally alike with respect, honour, and courtesy, on and off the battlefield.
- Valour: Be the first to enter and, if needs must, the last to flee from a battle. Inspire others with the example of your heroism.
- Glory: Earn glory for yourself and your allies through your deeds of might and prowess.
- Virtue: You must be clever and disciplined, not foolhardy or rash.

Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Valour Spells table. See the Sacred Oath class feature, above, for details on how oath spells work.



Paladin Level
Spells


3rd
compelled duel, heroism


5th
spiritual weapon, warding bond


9th
conjure barrage, crusader's mantle


13th
Mordenkainen's faithful hound, staggering smite


17th
flame strike, holy weapon



Martial Training
When you take this oath at 3rd level, you gain proficiency with defensive manoeuvres, and with three other manoeuvre groups of your choice.
If you give all paladins some combat manoeuvre access (i.e. to be able to use basic manoeuvres), this paladin gets two additional manoeuvre groups instead.

Martial Manoeuvres
Also at 3rd level, your training and experience allow you to learn and use advanced combat techniques known as martial manoeuvres.
Manoeuvres Known. You learn two 1st-level manoeuvres belonging to a manoeuvre group you are proficient with. You learn additional manoeuvres as you gain levels in this class, as shown in the Manoeuvres Known column of the Oath of Valour Martial Manoeuvres table. The manoeuvres must be of a level you can use as per the Manoeuvre Level column of the Oath of Valour Martial Manoeuvres table. As you gain levels in this class, you can replace a manoeuvre you know with a different manoeuvre belonging to a manoeuvre group you have proficiency with.
Using Manoeuvres of 1st Level or Higher. You can use manoeuvres of 1st level or higher that you know a number of times equal to your proficiency bonus. You recover expended uses of your manoeuvres whenever you finish a short or long rest.
Stamina. You gain a pool of stamina, which you spend to boost your manoeuvres. You regain spent stamina whenever you finish a short or long rest.
Manoeuvre Ability. Your manoeuvre ability is whichever ability is identified as the key ability of the manoeuvre you are using. You use pertinent ability modifier whenever a martial manoeuvre refers to its key ability. In addition, you use the manoeuvre’s key ability when setting the saving throw for a martial manoeuvre you use and when making an attack roll with one.
Manoeuvre save DC = 8 + your proficiency bonus + the manoeuvre’s key ability modifier
Manoeuvre attack modifier = your proficiency bonus + the manoeuvre’s key ability modifier

Oath of Valour Combat Manoeuvres


Paladin
Level
Manoeuvres
Known
Manoeuvre
Level

Stamina


3rd
2
1st
2


4th
2
1st
2


5th
3
1st
2


6th
3
1st
2


7th
4
2nd
3


8th
4
2nd
3


9th
5
2nd
3


10th
5
2nd
3


11th
6
3rd
4


12th
6
3rd
4


13th
7
3rd
4


14th
7
3rd
4


15th
7
3rd
5


16th
7
3rd
5


17th
7
3rd
5


18th
7
3rd
5


19th
7
3rd
6


20th
7
3rd
6



Aura of Valour
Your very presence inspires your allies and bestows greater martial aptitude upon them. When you reach 7th level, as long as you aren’t incapacitated, you and friendly creatures within 10 feet of you can add your Charisma modifier (minimum 1) to one manoeuvre ability check or manoeuvre attack roll you or they make on each of your or their turns.
Starting at 18th level, the range of this aura increases to 30 feet.

Might and Magic
You combine powerful magic with skilled leadership. At 15th level, whenever you use your action to cast a spell, a friendly creature within 30 feet of you that you can see and that can see or hear you can use its reaction to make a weapon attack.

Apogee of Valour
Starting at 20th level, you can use an action to briefly imbue yourself with divine power, enhancing your presence on the battlefield. For the next minute, you gain the following benefits:
- You can use one of the Dash, Defend, or Withdraw actions as a quick action on your turn.
- Whenever you roll a 1 on a damage die for an attack you make with a melee weapon, you can reroll the die and must use the new roll, even if the new roll is also a 1.
- Creatures friendly to you within 30 feet of you gain temporary hit points equal to your Charisma modifier (minimum 1 temporary hit point) at the start of each of their turns.
Once you use this feature, you can’t use it again until you finish a long rest.

Composer99
2019-08-08, 08:54 AM
Undying Oath
Paladins who swear an Undying Oath have forsaken the light of the divine in favour of the cold and dark of undeath. Such paladins, often known as death knights, have a special affinity for undead creatures and powers that sap the strength of the living. For Undying paladins, undeath is a surer and more certain path to power and immortality than is servility to self-styled deities.
I kind of ran out of steam with this part. Any suggestions would be appreciated.

Oath Spells
You gain oath spells at the paladin levels listed in the Undying Oath Spells table. See the Sacred Oath class feature, above, for details on how oath spells work.



Paladin Level
Spells


3rd
inflict wounds, ray of sickness


5th
blindness/deafness, ray of enfeeblement


9th
animate dead, speak with dead


13th
blight, death ward


17th
danse macabre, negative energy flood



Necrotic Power
Instead of channeling the power of the gods, you learn how to wield the shadow magic that fuels undeath. When you take this oath at 3rd level, the additional damage you deal with your Divine Smite feature becomes necrotic damage, instead of radiant damage, and you no longer deal extra damage to any specific type of creature. Instead, you deal 1 additional necrotic damage per level of the spell slot expended. In addition, the additional damage you deal with your Radiant Strikes feature at 11th level also becomes necrotic damage instead of radiant damage.

Channel Divinity
Also at 3rd level, you gain the following two Channel Divinity options:
Command Undead. As an action, you control the flow of necrotic power animating an undead creature that you can see within 30 feet of you in an attempt to control the creature itself. The target must succeed on a Wisdom saving throw, or, for the next minute, it becomes dazed and you can choose the action it takes on its turns, where it moves, and, if applicable, any targets of its action. If you command the undead to harm itself or its own allies, whether as part of its movement or its action, it can repeat the saving throw. On a success, while the undead does not free itself from your control, it takes the Defend action instead of the action you chose and moves according to its own will. Whether the undead succeeds or fails its initial saving throw, it can’t be affected by this feature again for 24 hours.
Withering. As an action, you raise high your holy symbol, and necrotic power bursts from it in a 30 foot radius from your space. Each living creature in the area takes necrotic damage equal to your paladin level + your Charisma modifier (minimum 1 damage). Constructs and undead are not affected.

Aura of Undeath
Starting at 7th level, while you aren’t unconscious, you and friendly creatures within 10 feet of you can’t become weakened, gain levels of exhaustion by magic, or have your hit point maximum reduced by any means.
At 18th level, the range of this aura increases to 30 feet.

Grave Touch
Also at 7th level, you learn the chill touch cantrip. When you make a melee spell attack as part of casting chill touch, you can use your Divine Smite feature on a hit as if it were a weapon attack.

Undead Nature
As your connection to your oath and to its dark power deepens, you increasingly resemble the undead that you venerate. At 15th level, you no longer need to breathe, eat, drink, or sleep. You must still rest yourself by spending time in prayer, meditation, or other restful contemplation, in order to gain the benefits of a short or long rest.
In addition, whenever you hit a living creature with an unarmed strike or chill touch, you reduce its hit point maximum by an amount equal to the amount of necrotic damage you deal. Whenever you reduce a creature’s hit point maximum to 0 in this way, it dies immediately, and rises 24 hours later as a zombie. Zombies created as a result of this feature are not under your control, unless you put them under your control by some means. A creature whose hit point maximum is reduced by this feature can restore its hit point maximum to normal by magic or by finishing a long rest. Undead and constructs are immune to this effect.

Power of the Grave
When you reach 20th level, you can briefly transform yourself into an avatar of undeath, commanding the fullest power of the unliving. As an action, you can gain the following benefits for 1 minute:
- You have advantage on saving throws against spells and other magical effects.
- As an action on your turn, you can hurl a magical ball of fiery and necrotic magic that explodes at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw, against your spell save DC, taking 5d6 fire damage and 5d6 necrotic damage on a failed save, or half as much damage on a successful one.
- Whenever you hit a creature with a melee attack, it must succeed on a Constitution saving throw, becoming paralysed until the start of your next turn on a failed save, and becoming restrained until the start of your next turn on a successful one.
Once you use this feature, you can’t use it again until you finish a long rest.