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Order of Gold

The Adamantine Orders — the gold knights, iron knights, mithril knights, and silver knights — are beloved by the forces of good and feared by evil. All adhere to a strict code of honor and valor. Yet while they all swear oaths, having certain beliefs and practices in common, there are some differences among the specific oaths of the orders.

Tenets

All who swear this oath share similar beliefs and practices, as follows.

  • Compassion. The meek and the helpless are your wards, as are the just and the righteous. Safeguard the lives and livelihoods of those in your care.
  • Duty. Be responsible for your actions and their consequences, and obey those who have just authority over you.
  • Honor. Let your word be your pledge. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
  • Mercy. Show mercy to your foes, but temper it with wisdom. For unrepentant servants of evil, a swift death is a mercy.
  • Valor. Never fear to take action when it is called for, even though discretion is also a virtue. Protect all those of good character, and punish those who would harm or threaten them.

Gold knights are frontline healers, devoted to helping individuals and communities alike to cope with atrocities, disease, ailments, and other misfortunes. The gold knights are the least militant of the four Adamantine Orders, yet they remain excellent medics and warriors in their own right.

Tenets of the Order of Gold

In addition to the general tenets, gold knights also adhere to the following:

  • Grace. Withhold succor and healing from no just creature in its suffering. Those who do not worship in the Adamantine Church may still deserve your compassion.
  • Purity. Root out and destroy disease, pestilence, and any other form of unwholesomeness.

Oath Spells

You gain oath spells at the levels listed.

Order of Gold Spells
Paladin Level Spells
3rd healing word, sanctuary
5th lesser restoration, prayer of healing
9th beacon of hope, mass healing word
13th death ward, locate creature
17th mass cure wounds, greater restoration

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Bolster Life. As an action, you present your holy symbol and evoke a wave of healing energy. Choose up to three creatures you can see within 30 feet of you. Each target regains hit points equal to 1d8 + your paladin level.

This feature has no effect on undead or constructs.

Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Disciple of Life

Beginning at 7th level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Aura of Life

Starting at 15th level, while you are conscious, all friendly creatures within 10 feet of you have advantage on all death saving throws.

In addition, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

Blessed Aura

At 20th level, as an action, you can emanate warm, golden light that lasts for 1 minute. The aura produces bright light in a 15-foot radius around you, and dim light 15 feet beyond that. While this light lasts, at the start of each of your turns you heal 10 hit points and are cured of one disease or poison affecting you. Whenever an ally starts its turn in the bright light, that creature also regains 10 hit points and is cured of one disease or poison affecting it.

Once you use this feature, you can’t use it again until you finish a long rest.

Section 15: Copyright Notice

Scarred Lands Player’s Guide © 2016 Onyx Path Publishing Authors: Bill Ashbless, Jason Bolte, Chris Cowger, Adam Eichelberger, Alain Giorla, Nathan Knaack, Chris Sims, Eddy Webb