Paladin: Oath of Songs in Myths of Mudora | World Anvil
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Paladin: Oath of Songs

The Oath of Songs inspired by the enduring legacy of ancient Rito poets and bards, binds Paladins to the eternal rhythms of tales and melodies. These warriors have committed themselves to preserving the lore of the land through song and story, much like the Rito bards who carry legends across vast horizons on the winds of their wings. By dedicating their abilities to the craft of poetry and lyrical verse, they become heralds of history, whispering tales of epic deeds and recounting tales of immeasurable tragedy with the tender pluck of a lyre or the resounding notes of their voice. Their oath is a promise to preserve the world's harmony and echoes of the past, keeping the essence of old tales alive as they soar through the skies.  

Tenets of Songs

  A paladin who assumes the Oath of Songs swears to safeguard and retell the ancient songs of their people.   Poetry of Song. The world’s natural balance is best expressed with a strong voice and the soothing tones of the lyre.
Quill or be Quilled. Songs tell of epic deeds and terrible tragedies and are all of equal import. If you do not retell them, who will?
The Show Must Go On. Never stumble in the face of adversity. In the darkest hour, in the coldest despair, your music is a beacon for all.  

Oath Spells

  You gain oath spells at the paladin levels listed.
LevelOath of Music Spells
3rd Faerie Fire, Sleep
5th Calm Emotions, Misty Step
9th Beacon of Hope, Slow
13th Charm Monster, Confusion
17th Far Step, Mass Cure Wounds

Troubadour

  You gain proficiency with Performance and with the Lyre or another instrument of your choice. If you are already proficient in Performance, choose another skill available through this class.  

Channel Divinity

  When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.   Join the Dance. You can use your action to play your instrument and choose a number of creatures equal to half your proficiency bonus within 30 feet of you. Each creature must make a Wisdom saving throw or be drawn into a dance until the end of your next turn. While the creature is dancing, it must use all its movement speed to dance and has disadvantage on Attack Rolls. For the next minute, you can repeat this action on each of your turns.   Leader of the Band. As a bonus action, you can use your Channel Divinity to augment your performance. For the next 10 minutes, you and friendly creatures that you choose within 30 feet of you, have advantage on Performance checks. At the end of the ten minutes, each creature that participated in your performance gains temporary hit points equal to 1d8 + half your Paladin level.    

Aura of the Troubadour

  At 7th level, you emit an aura of music that cannot be suppressed, even by magic. You and friendly creatures within 10 feet of you cannot be Silenced, Deafened, or be magically put to sleep.   At 18th level, the range of this aura increases to 30 feet.    

Inspiring Deeds

  At 15th level, you inspire your allies with your deeds. When you hit a hostile creature with your Divine Smite or another Smite spell, you choose an ally you can see to be divinely inspired. That creature has advantage on their next Attack Roll or Saving Throw.    

Virtuoso of Harmonies

  At 20th level, you are accompanied by a spectral orchestra that surrounds you within your Paladin aura. As a bonus action, you gain the following benefits for 1 minute:
  • You are carried by the sound of music, granting you a fly speed equal to your walking speed.
  • You and allies who start their turn within your aura gain temporary hit points equal to 1d8 + half your Paladin level.
  • Hostile creatures in your aura have their movement reduced by half, as they find it impossible not to sway with the music.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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