Oath of the Empire

The Oath of the Empire emphasizes the bonds and ideals of the mighty Wythian Empire: Mark, Mastery, and Merit. Paladins who swear this oath dedicate themselves to bringing about a return of the advantages provided by the Empire: law and order, commerce, and largely-undisturbed peace spread across an entire continent. Often, paladins who follow this oath are Wythians or former Imperial citizens, but all who hold Imperial values dear to their heart are free to take up arms to defend Friedrich Wythe’s legacy.

 

3rd Level: Oath Spells

The magic of your oath grants you access to certain spells. You gain these spells at the Paladin levels noted in the Oath of the Empire Spells table.

If you have an oath spell that doesn't appear on the Divine spell list, the spell is nonetheless a Divine spell for you.

You may cast any oath spell available to you without expending Spell Points. Once you do so, you may not do so again until you finish a Short Rest or a Long Rest.

Oath of the Empire Spells
Paladin Level
Spells
3rd
Charm Person, Expeditious Retreat
5th
Crown of Madness, Mirror Image
9th
Tiny Servant, Haste
13th
Charm Monster, Greater Invisibility
17th
Dominate Person, Dawn

3rd Level: Stately Presence

As an Action, you can expend a use of your Channel Divinity to exude an awe-inspiring presence. You force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature has the Charmed condition for 1 minute. The charmed creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

3rd Level: Radiant Strike

As a Bonus Action, you can expend a use of your Channel Divinity to make a weapon more powerful. You touch one weapon and imbue it with a fragment of radiant energy. This fragment lasts for 1 minute. The next time you hit a target with an attack using that weapon, the target takes radiant damage equal to 2d10 + half your Paladin level, rounded down (minimum of 1).

6th Level: Aura of Cunning

You emanate an aura of guile and duplicity, which gives you the following benefits:

Drive Dissension. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.

Drive Dissension. If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability a number of times equal to half your proficiency bonus, rounded down (a minimum of once), and you regain all expended uses when you finish a Short Rest or Long Rest.

10th Level: Glorious Rebuke

You have the ability to rebuke your foes. When you are hit with an attack or fail a saving throw from a spell that deals damage, you can use your reaction to release a crackling wave of radiant energy. You take no damage from the triggering attack or spell, and all hostile creatures in a 30 foot radius of you must make a Strength saving throw or be pushed up to 30 feet away. Additionally, you gain resistance to all damage until the start of your next turn. Once you use this feature, you can’t use it again until you finish a Long Rest.

Alternatively, you may instead use this reaction when an ally you can see within 30 feet is hit with an attack or fails a saving throw from a spell that deals damage. They receive the benefits in your place.

14th Level: Imperial Champion

Your very presence evokes the power and majesty of the Wythian Empire. As a Bonus Action, you gain the following benefits for 1 minute:

Elusive. All attacks made against you or any allies within 30 feet have disadvantage.

Radiant Strike. Once on each of your turns when you hit an enemy with a weapon attack, you deal an additional 5d8 radiant damage.

Enthralling. If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or it the Charmed condition until the end of its next turn.

Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending 5 spell points (no action required).