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Oath of Righteousness

The Oath of Righteousness binds a paladin to honor, justice, order, and all other concepts encompassed by righteousness. They pursue the greater good. They are knights who help those in need and the enemies of all that is dishonorable. They worship the good gods of honor, justice, and law. They have no fear in the face of injustice, even if that means they have to f ight the entire world.

Tenets of Righteousness

Paladins that take the Oath of Righteousness may follow different ideals, but they all share the following tenets.

Passion. Never let your enemies take away your zeal. Always go after what you think is right.

Patience. Don’t act in anger. Think before you act.

Truth. Always seek the truth, even if it is to your detriment.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin LevelSpells
3rdCommand, Compelled duel
5thWarding bond, Zone of truth
9thDispel magic, Tongues
13thBanishment, Enhance perception
17thGeas, Sinners mark

Channel Divinity

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

Ally of the Righteous. As an action, you present your holy symbol and speak a prayer. A number of allies of your choice up to your Charisma modifier (minimum of one ally) within 30 feet of you regains 1d8 hit points. When you reach 10th level in this class, the amount of hit points regained in this way increases to 2d8.

Righteous Fire. As an action, you can imbue a number of weapons up to your Charisma modifier (minimum of one weapon) that you or your allies within 30 feet of you are wielding, with the fire of righteousness. Until the end of your and your allies’ next turn, these weapons deal an extra 1d4 fire damage on a hit.

When you reach 10th level in this class, the extra fire damage increases to 1d8.

Aura of the Righteous

Starting at 7th level, you and your allies within 10 feet of you deal extra fire or radiant damage (one of your choice) equal to your Charisma modifier (minimum of one damage) on successful weapon attacks, and have advantage on Wisdom (Insight) and Charisma (Persuasion) checks.

Enemy of all Dishonorable

Beginning at 15th level, you have a +2 bonus to your weapon attack rolls.

You can also use an action to make a single weapon attack using this feature, forfeiting the additional attacks you can make with a bonus action and the Extra Attack feature. When you do so, you cannot have disadvantage on the attack roll, and on a hit, the target cannot take reactions until the start of its next turn.

Might of the Righteous

At 20th level, you can cast the might of the divine ruler spell without expending a spell slot and requiring no spell components.

You always have this spell prepared, and it doesn’t count against the number of spells you can prepare each day. Also, each time you cast this spell, you regain 20 hit points.

Once you use this feature, you must finish a long rest to use it again.

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