Oath of the Rose

As old as love itself, the Oath of the Rose demands a commitment to the concepts of peace, love, and fellowship. Oath Takers pledge to raise their hand in friendship first and battle second. Striving for compromise through acts of diplomacy must come before any declarations of war, and even in battle, those who have taken the oath use the least deadly force necessary to accomplish their goals. Do not think these paladins weak, because just as a rose has its thorns, so too can these holy warriors draw evil’s blood. These paladins are often called peacekeepers or oathbound and are the heroes of legend on the tongues of poets, lovers, and artists.

Tenets of the Rose

The tenets of the Oath of the Rose encourage acts of fellowship and community building.

Beauty. Battle is a form of art and an act of worship. When the art of diplomacy has failed, the dance of the sword begins. Diplomacy. Bringing two warring factions to the table and guiding them to a mutually beneficial solution is an honor. Gallantry. Treat ladies and gentlemen with respect, and show proper appreciation for a beloved’s presence in your life. Mercy. Give quarter when requested.

Purity. Be pure of heart in love and war. Keep your promises and fight fair.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Rose Spells
Paladin Level Spells
3rd ensnaring strike, hail of thorns
5th enthrall, hold person
9th hypnotic pattern, slow
13th locate creature, phantasmal killer
17th dominate person, geas

Channel Divinity

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

Temper Emotions

You can use Channel Divinity to disrupt mind-influencing effects. As an action, you can recite a divinely inspired poem. For the next minute, you and any friendly creatures within 30 feet of you who heard your recitation have advantage on saving throws against being frightened or charmed.

Thorny Thrusts

You can use your Channel Divinity to lace your attack with a penetrating thorn. When you make an attack roll, you can use your Channel Divinity to inject a thorn into your opponent which deals 1d4 points of damage in addition to the weapon’s normal damage. For the next minute, the thorn burrows into the target and continues to inflict the same amount of additional damage until the target receives magical healing or the minute expires, whichever comes first. A target cannot suffer from more than one thorny thrust at a time.

Aura of Calm

Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to psychic damage while you are conscious.

At 18th level, the range of this aura increases to 30 feet, and all friendly creatures in the aura gain advantage on saving throws against psychic damage.

Merciful Combatant

Beginning at 15th level, you can cast spare the dying at will as a reaction, and with a range of 30 feet.

Battle Artistry

At 20th level, you’ve learned to create a battle dance. You travel across the battlefield, deftly avoiding attacks and disarming foes with ease. When you use an action to begin a battle dance, you gain the following benefits for 1 minute:

  • You gain a bonus to your armor class equal to your Charisma modifier.
  • Any movement you take during your battle dance, including moving out of a foe’s reach, does not provoke the Opportunity Attack reaction.
  • When you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add your Charisma modifier to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands in any unoccupied square of your choice within 10 feet of the creature. If no such square exists, the object falls at the creature’s feet instead.
  • Any creature that fails its save against your disarm attack must immediately make a Wisdom saving throw. On a failed save, the creature gains the stunned condition for the duration of your dance. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

Section 15: Copyright Notice

Eldryn. © 2021, d20pfsrd.com Publishing; Author: Beth Jones.

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