Oath of Obedience

Most paladins swear an oath to justice and righteousness. Many serve the gods who share their love in these principles. But some are destined by their deity to be a conduit of their divine power.

These paladins accept the calling and understand that their deity will always have the better grasp of these divine concepts. They believe that by totally and perfectly serving their deity, they might be able to see the world through divine eyes destined for greatness

Tenants of Obedience

Though the Oath of Obedience varies from different faiths, paladins of this oath share these tenets of divine devotion.

  • Faith. The gift that brings all the others to you. Use it in abundance and without reservation.
  • Determination. Never flinch in your staunch pursuit to do what the deity needs.
  • Service. You are a champion blessed and bestowed with many talents. Use them to accomplish the mission.
  • Piety. Respect and honor is due to the deity, the teachings, and those that follow.
  • Zeal. You follow your deity’s cause with outstanding passion.

Divine Domain

Choose one divine domain related to your deity from those available to the cleric class. If you have taken, or later take, levels in cleric, you must select the same divine domain.

Oath Spells

Your choice of Divine Domain grants you oath spells when you choose it at 3rd level. You use that domain’s spell table to determine your oath spells, using half your paladin level instead of a cleric level.

Channel Divinity

When you take this oath at 3rd level, you gain the following ways to use your Channel Divinity: Domain Channel. Your chosen domain determines the way you can Channel Divinity. Using your Channel Divinity, you are able to produce the effect of the option a cleric of your chosen domain gains at 2nd level. If that option uses a value of a cleric level, use half your paladin level instead.

Rebuke the Heathen. As an action, you present your holy symbol and speak a prayer condemning the faithless. Choose a single hostile creature that can see or hear you within 30 feet of you. It must make a Wisdom saving throw. If that creature fails its saving throw, it cowers or stands in awe (your choice) for up to I minute. If the creature takes any damage, is targeted by a harmful spell, or you become incapacitated, the effect ends at the start of your subsequent turn. An affected creature can’t willingly move, and attack rolls against it have advantage. It also has disadvantages on Dexterity or Wisdom saving throws while it is dumbstruck by your deity’s power.

Aura of Obedience

Starting at 7th level, your devoted obedience to your deity manifests as the power to compel the will of others. You always have command prepared and it does not count against the number of spells you can prepare per day. When you cast command targeting a creature within 10 feet of you, you may target one additional creature within 10 feet of you for each one affected by the spell. Additionally, all creatures within 10 feet of you have disadvantage on their saving throws against the spell.

At 18th level, the distance at which these additional effects take place increases to 30 feet.

Withering Sermon

Starting at 15th level, the divine authority you wield to condemn the unfaithful grows. When you use your Rebuke the Heathen option for your Channel Divinity, all unfriendly creatures within 30 feet that can hear you must make a Wisdom saving throw or take necrotic or radiant damage (your choice) equal to your level.

Deific Paragon

At 20th level, as an action you can charge yourself with a mantle of divine power. For 1 minute, if a Channel Divinity option normally requires your action to use, you can instead use it as bonus action.

In addition, you can use your Channel Divinity any number of times without resting.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

This is not the complete section 15 entry - see the full license for this page