Subclass: Paladin -- Oath of Nobility Document in New World - Dragonsmoke Archipelago | World Anvil

Subclass: Paladin -- Oath of Nobility

  A   paladin's oath dictates that they attribute their will and their deeds to something greater than themselves. The Oath of Nobility establishes that the paladin holds themselves as the highest standard to which others may ascribe, and draw inspiration from. Whether their mandate be commanded by divinity, by blood, by history, or by might of arms, such warriors lead their troops and their people through example. Those who swear this oath recognize the value in those who tread in their footsteps and seek to act as a banner to which such followers may rally.  

TENETS OF NOBILITY

A paladin who swears the Oath of Nobility follows tenets similar to these.  
  • Tarry Not. Those who believe in you look to you to act, and to do so swiftly. Lead, that others may follow.
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  • Be Forthright. Deeds unwitnessed are deeds unremembered. Insure that those who would join you can and do.
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  • Exalt Knowledge. The protection of history is paramount. To be legendary is to be worthy of remembrance and record.
   

Oath of Nobility Features

Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Majesty (10 ft.)
15th Noblesse Oblige
18th Aura of Majesty (30 ft.)
20th Expedition
 

Oath of Nobility Spells


You gain spells at the paladin levels listed in the Oath of Nobility Spells table. See the Sacred Oath class feature for how oath spells work.
Paladin Level Spells
3rd Zephyr Strike, Silvery Barbs
5th Flame Blade, Mirror Image
9th Ashardalon's Stride, Thunder Step
13th Freedom of Movement, Fire Shield
17th Mislead, Steel Wind Strike
 

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.

  Battle Arcana. You can use your Channel Divinity to bring your most powerful spells to bear as you enter the fray. You may cast a spell with a casting time of one action as a bonus action this turn.

  Lead the Charge. You charge headlong into battle, leading your allies toward the enemy. When you spend a bonus action to use this Channel Divinity option, and then as a bonus action on each of your turns for 1 minute, you may move up to your speed directly towards one enemy you can see.

Aura of Majesty

Starting at 7th level, you inspire your allies to greater feats of spectacle with your vibrancy. When you use an Attack action to make a melee weapon attack against a hostile creature, you may grant allies within 10 feet the option to use their reaction to cast any cantrip they know with a casting time of one action or less, provided they have a valid target within range. You may use this ability a number of times equal to your proficiency bonus, and regain all uses when you complete a long rest.

  At 18th level, the range of this aura increases to 30 feet.

Noblesse Oblige

Starting at 15th level, your wounded allies are bolstered by the very sight of you. If an ally you can see ends their turn within 30 feet of you, with less than half of their hit points remaining and isn't incapacitated, you may use your reaction to grant them hit points equal to 1d6 + half your paladin level.

Expedition

At 20th level, your dynamism allows you to respond to threats with preternatural speed. When you roll initiative, if you are not Surprised, you may cast one spell you have prepared that has a casting time of 1 action or less.

Table of Contents

 
Type
Text, Philosophical