Oath of the Knight
A Paladin Oath of the chapter-house, with an aura that adds Charisma to allies' saves, a charge that moves with the Attack action and immunity to being Frightened.
Identity
The Oath of the Knight is the institutional Paladin Oath: trained in a chapter-house, invested in a ceremony with witnesses and entered in a book. Halcyion Federation orders produce most Knights and Aurelion courts produce the rest, and both produce them slowly. A Knight's oath is to the order as much as to whatever the order serves.
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: Cauterize (2nd), Dazzle (2nd) Paladin level 9: Flare (3rd) Paladin level 13: Wall of Flame (4th) Paladin level 17: Lance (5th) Spell Divinity: Holy Brand. As a bonus action, you present your holy symbol or oath-token and designate a creature you can see within 60 feet as your Branded Quarry. For 1 minute (or until you are Incapacitated or use this feature again), the target emits a faint corona of Rift-light visible to all who can see it. Allies have advantage on attack rolls against the Branded Quarry, and the quarry cannot benefit from being Invisible, in dim light, or in magical darkness as concealment against you or your allies. A creature must succeed on a Charisma saving throw against your spell save DC to leave the Branded Quarry's line of sight for more than 1 round. On a failure, it is compelled to remain visible. Spell Divinity: Crusader's Oath. As an action, you speak the binding clause of your oath. Each ally within 30 feet of you who can hear you gains +2 to attack rolls and saving throws until the end of your next turn.
- L7 Aura of Faith
Each ally within 10 feet of you who can see or hear you adds your Charisma modifier (minimum +1) to saving throws against being Frightened or Charmed. At Paladin level 18, the aura's range increases to 30 feet.
- L11 Charge
When you take the Attack action on your turn, you can move up to 30 feet as part of the same action (before, between or after your attacks) without provoking opportunity attacks from creatures you move past. The first attack you make during a Charge that hits adds +1d8 radiant damage to its damage roll. Once you use this feature, you must finish a short or long rest before you can use it again.
- L15 Unbreakable Faith
You are immune to the Frightened condition. As a reaction when an ally within 30 feet of you is about to be Frightened or fails a saving throw against being Frightened, you can give that ally immunity to the Frightened condition for 1 minute and end any Frightened condition on it. You can use this reaction a number of times equal to your Charisma modifier per long rest (minimum 1).
- L18 Rift-Light Avatar Capstone
Once per long rest, as a bonus action, you take the form of a Rift-Light Avatar for 1 minute. While transformed: You gain temporary hit points equal to your Paladin level + your Charisma modifier at the moment of activation, and again at the start of each of your turns (they do not stack). You have advantage on attack rolls. You shed bright light in a 30-foot radius and dim light for an additional 30 feet, and you and your weapons appear haloed in Rift-light. Each ally within 30 feet of you regains hit points equal to your Charisma modifier (minimum 1) at the start of each of their turns. Your melee weapon attacks deal an additional 1d8 radiant damage on a hit. The form ends early if you fall Unconscious, dismiss it as a free action, or are reduced to 0 hit points.