Oath of Leadership
The Oath of Leadership summons paladins to the front lines of war, leading the charge on horseback into enemy territories and heading maneuvers to defend the vulnerable and exposed. Paladins of this oath are master tacticians, and are typically placed in charge of squadrons of soldiers or other paladins.
In some cases, paladins of this oath are champion generals to a deity or powerful being; however, most will take to the side they feel is in the moral right, leading organized strikes against those who abuse their power. A rare handful of these paladins are agents of espionage, siding with whichever side they believe will win and pushing as hard as they can to cement their bets. These paladins are sometimes called templars.
Tenets of Leadership
Paladins of this oath sometimes paint their tenets onto their shields or saddles, but most simply carry the words in their hearts.
Lead the Charge. You are the most competent warrior on the battlefield, and others are going to look to you to lead the charge. The key to success lies in directing the individuals around you, transforming them from a group of warriors into a united force.
No Room for Fear. If the leader falters, the army crumbles. You must never show fear, even when plunging into the horrible depths of unwinnable war. Courage is the last levee between the tides of victory and defeat.
Maintain Tactics. The difference between a soldier and a leader is an even head and a keen sense of tactics. You must never let your emotions blind you to the best course of action, nor let you forget a single weapon in your arsenal.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Leadership Spells
Paladin Levels |
Spells |
3rd |
bless, compelled duel |
5th |
calm emotions, find steed |
9th |
beacon of hope, crusader's mantle |
13th |
find greater steed, freedom of movement |
17th |
circle of power, holy weapon |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Rally the Troops. You can use your Channel Divinity to unite your companions against a single target. As an action, you can mark a creature within 30 feet of you as the focus of your assault. For 1 minute, creatures friendly to you that you choose have a +2 bonus to attack rolls made against that target.
Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Aura of Leadership
Starting at 7th level, you can rally the actions of your companions, spotting openings and calling out defenses. When a friendly creature within 10 feet of you makes an attack roll with disadvantage, you can use your reaction to cancel that disadvantage, allowing them to make the attack as normal. A creature must be able to see or hear you in order to gain the benefits of this feature.
At 18th level, the range of this aura increases to 30 feet.
Tactical Swing
At 15th level, your understanding of tactics allows you to use your strikes to pave the way for your companions. When you hit a creature or object with your Divine Smite feature or a Smite spell, creatures friendly to you have advantage on weapon attacks made against that creature or object until the beginning of your next turn.
Master of War
At 20th level, you gain the ability to ascend to a divine understanding of war. As an action, you can magically become a legendary spectre of war, gaining the following benefits for 10 minutes:
- You have resistance to damage dealt by sources that you can see.
- You can use your Aura of Leadership feature at will without expending your reaction.
Once you use this feature, you can’t do so again until you finish a long rest.
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