Paladin - Oath of Aedralon
Deep within the sacred halls of the Knights of Aedralon, a noble order sworn to safeguard the Verdant Realm, there exists an esteemed path known as the Oath of Aedralon. Those who tread this path, known as Oath Keepers, are steadfast champions of honour, loyalty, courage, and the unwavering upholding of law.
The Knights of Aedralon:
The Knights of Aedralon are a diverse organization, each member serving a unique role within its many branches. From Officers to Infantry, Cavalry to Medic, Arcane to Scouting, Exploration to Engineering, and numerous other roles, the organization's reach is vast and its duty clear - to keep the Verdant Realm safe.
Your Role as an Oath Keeper:
As a Paladin sworn to the Oath of Aedralon, you have the privilege of choosing from a myriad of roles within the organization. Whether you stand as a stalwart defender on the front lines, a healer aiding the wounded, a cunning scout navigating the shadows, or a wise officer guiding the Knights in battle – your place within the Knights of Aedralon is both crucial and honourable.
Forge your destiny within the hallowed halls of the The Knights of Aedralon, and let the tenets of this sacred oath guide your every action. May your honour shine as a beacon, your loyalty be unwavering, your courage unyielding, and your commitment to law resolute.
Tenets of the Oath:
Knight's Shield:
At 7th level, your presence inspires unwavering bravery and resilience in your allies. You and your allies within 10 feet of you gain the following benefits:
Purity of Spirit: Beginning at 15th level, you're always under the effects as if you are under Protection from evil and good.
Holy Nimbus
At 20th level, as an action, you can emanate an aura of divine light, embodying the virtues of the Oath of Aedralon. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
- Honour: Upholding the principles of chivalry and maintaining a code of honour.
- Loyalty: Devotion to the Knights of Aedralon
- Courage: Fearlessness in the face of danger and adversity.
- Law Abiding: Obey and uphold the law.
- 3rd Level: Protection from Evil and Good, Heroism
- 5th Level: Find Steed, Zone of Truth
- 9th Level: Beacon of Hope, Crusader's Mantle
- 13th Level: Find Greater Steed, Guardian of Faith
- 17th Level: Circle of Power, Hold Monster
- Knight’s Challenge
- As a bonus action, you issue a formal challenge to an opponent, drawing upon your commanding presence and commitment to chivalry.
- Target Selection: Choose one creature within 30 feet of you that you can see and that can hear you.
- Duration: The challenge lasts for 1 minute.
- Effects on the Challenged Creature:
- Disadvantage on attacks against targets other than you: The challenged creature has disadvantage on attack rolls against creatures other than you, reflecting your role as a protector.
- Advantage on your attacks against the challenged creature: You have advantage on attack rolls against the challenged creature if it attacks anyone other than you, reinforcing the challenge's seriousness.
- Compulsion to Engage: The challenged creature must make a Wisdom saving throw. On a failed save, it is compelled to engage with you and cannot willingly move more than 30 feet away from you. Additionally, if the creature attempts to move away from you, it must succeed on another Wisdom saving throw or be unable to do so until the end of its next turn.
- Honour Bound: If the challenged creature willingly attacks another target while the challenge is active, it takes radiant damage equal to your Charisma modifier (minimum of 1) as divine retribution for breaking the code of honour.
- New Target: If the initial target falls within the 1-minute timeframe, you can use a bonus action to transfer the challenge to a new target for the remaining duration.
- Turn the Unholy:
As an action, you can use your Channel Divinity to present your holy symbol and speak a prayer censuring fiends and undead. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
- Advantage on saving throws against being charmed or frightened.
- Resistance to psychic damage.
- Temporary Hit Points: At the start of each of your turns, you and each ally within 10 feet of you (including yourself) gain temporary hit points equal to your Charisma modifier (minimum of 1).
- Radiant Damage: Whenever an enemy creature starts its turn in the bright light, it takes radiant damage equal to 10 + your Charisma modifier.
- Protective Aura: You and allies within the bright light gain advantage on all saving throws and resistance to all damage from spells.
- Chivalric Might: Whenever you or an ally within the bright light hits with a melee attack, the attack deals additional radiant damage equal to your Charisma modifier.
- Aura of Devotion: Allies within the bright light cannot be charmed or frightened.
- Usage: Once you use this feature, you can’t use it again until you finish a long rest.
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