Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Engagements Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Engagement Spells |
|
Paladin Level |
Spells |
3rd |
Entangle, Heroism |
5th |
Blur, Enthrall |
9th |
Fear, Haste |
13th |
Dimension Door, Freedom of Movement |
17th |
Far Step, Steel Wind Strike |
Channel Divinity
When you take this oath at third level, you gain the following two Channel Divinity options.
Bullrush.
As a bonus action, you may spend your Channel Divinity to use the Dash action. Whenever you do so, any creature within 5 feet of your movement this turn must make a Strength saving throw. On a failure, that creature is knocked prone.
A creature that is one size larger than you automatically succeeds this saving throw
War-bound Rage.
As an action may spend your Channel Divinity to enter a rage that cannot be suppressed. Whenever you make a Strength check, attack or saving throw, you may apply a bonus equal to your Charisma modifier. In addition, any damage from your melee attacks also apply this bonus. This rage lasts for 1 minute. You are no longer raging if you use an action to end it early, fall unconscious, or do not take the Attack action during your turn.
Aura of Attention
Starting at 7th level, you can bring the focus of enemies to yourself and not your allies. Friendly creatures within 10 feet have a bonus to Dexterity (Stealth) checks equal to your Charisma modifier. You do not gain this benefit. At 18th level, this radius extends to 30 feet.
War Wounded Body
At 15th level, you’ve been damaged countless times you've given up keeping track of the total. You now have resistance to non-magical bludgeoning, piercing and slashing damage.
Epitome of Engagement
At 20th level, you have the ability to harness the power of the essence of war, encompassing its power to fuel your rage. As an action, you can magically become an avatar of warfare, gaining the following benefits for 1 minute:
- Your speed is doubled for the duration.
- Any hostile creature within 60 feet of you that can hear or see you must make a Wisdom saving throw. Any creature that has been harmed by you has disadvantage on this saving throw. On a failure, the creature is frightened of you for the duration of this feature. The affected creature can repeat the Wisdom saving throw at the start of each of its turns. A successful save makes the creature not frightened of you, and cannot be frightened by you for the next 24 hours.
Once you use this feature, you can’t use it against until you finish a long rest.
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