Oath of Honor
A Paladin Oath sworn to a code instead of a god, with immunity to being Charmed for allies and advantage against deception and compulsion.
Identity
The Oath of Honor is the Paladin Oath that can be sworn without a temple. Its tenets are to keep one's word, protect the defenseless, never strike from behind and account for what was done. Halcyion officers swear it alongside their commission, and frontier arbiters swear it because a settlement needs one person whose statement can be relied on. It is the least mystical of the Oaths and has no god behind it.
Features
- L3 Oath Spells and Divinity
Oath Spells. You always have the following spells prepared, and they do not count against the number of spells you can prepare each day: Paladin level 3: Ember (cantrip), Beam (1st) Paladin level 5: Dazzle (2nd), Veil (2nd) Paladin level 9: Counter (3rd), Flare (3rd) Paladin level 13: Dispel (4th) Paladin level 17: Radiance (5th) Spell Divinity: Sacred Weapon. As an action, you empower your weapon with the oath. For 1 minute (or until you drop the weapon or use this feature again), the weapon gains the following properties: You add your Charisma modifier (minimum +1) to attack rolls made with it. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This counts as sunlight. It counts as consecrated when overcoming resistance to non-Rifted weapons and against effects that ward against unholy or unjust weapons. Spell Divinity: Turn the Unholy. As an action, you raise your oath-token. Each fiend, undead or Rift-aberrant creature within 30 feet of you that can see or hear you must make a Wisdom save against your spell save DC. On a failure, the creature is Turned for 1 minute. It must spend its turns trying to move as far from you as it can, cannot willingly move within 30 feet of you, and cannot take reactions. It can take only the Dash action or attempt to escape from an effect that prevents movement. The effect ends if the creature takes damage.
- L7 Aura of the Given Word
You and each ally within 10 feet of you that can see or hear you are immune to being Charmed. If a creature is already Charmed when it enters the aura, or when you gain this feature, the condition is suspended while it remains in the aura. At Paladin level 18, the aura's range increases to 30 feet.
- L11 Purity of Spirit
You gain the following permanent benefits: Any Detect Evil and Good effect or equivalent Rift-sense detects you as Good and Lawful (or the equivalent virtue tags in your culture). This cannot be falsified or suppressed against your will, and you cannot disguise your alignment. Aberrations, fiends and undead have disadvantage on attack rolls against you. You are immune to disease, to being Charmed and to possession. You have advantage on saving throws against being put to magical sleep, being Paralyzed and being compelled by spell effects.
- L15 Spirit of Justice
You have advantage on all saving throws against effects that would charm you, frighten you or compel your actions, including possession, suggestion and dominate effects. Whenever you succeed on a saving throw against such an effect, you can use your reaction to give one ally within 30 feet of you advantage on their next saving throw against a similar effect, made within the next minute. You cannot be lied to about facts you know first-hand. When someone speaks such a falsehood in your hearing, you become aware that the statement contradicts what you witnessed. You learn only that the statement contradicts your direct experience, not what the truth is.
- L18 Unimpeachable Capstone
Once per long rest, as a bonus action, you surround your head and shoulders with a Holy Nimbus of bright light for 1 minute. While the nimbus is active: You shed bright light in a 30-foot radius and dim light for an additional 30 feet. This counts as sunlight. Each enemy that starts its turn within 30 feet of you and can see you makes a Wisdom saving throw against your spell save DC, taking 10 radiant damage on a failure and half as much on a success. Each ally that starts its turn within 30 feet of you regains hit points equal to your Charisma modifier (minimum 1). You have advantage on saving throws against spells cast by fiends, undead, or aberrations. You have resistance to necrotic and radiant damage. The nimbus ends early if you fall Unconscious, dismiss it as a free action, or are reduced to 0 hit points.