Oath of Friendship

Oath of Friendship

  The oath of friendship encourages a paladin to make allies and socialize. These paladins should be kind, encouraging, & even sometimes help lead their friends into victory. These paladins despite being likely the most friendly of them will not hesitate to crush those who betray their trust or bring harm to their allies.   Many who swear this oath are devoted to gods of law and good. Some due to the simplicity do not even devote themselves to deities or entities, & more to the concept of friendship itself.   Tenets of Friendship: Simple & easy to follow, each paladin of Friendship is bound to these sacred ideals.   Allied & Armored. Maintain your friends you make, & keep them safe to the best of your ability, for their strength is yours.   Beacon of Hope. Always try & keep optimistic even in the darkest of times, & aid your allies when you can in their times of need.   Betrayals Blade. Should an ally be revealed to be a foe in reality, be sure that they are suitably punished for their betrayal.   Open Arms. Should a friend cross you or seek forgiveness, grant it to them, but know when a relationship is toxic and leave.         Oath Spells. You gain oath spells at the Paladin levels listed  
3rd: Bless, Healing Word
5th: Enhance Ability, Warding Bond
9th: Fast Friends, Haste
13th: Charm Monster, Dimension Door
17th: Mass Cure Wounds, Greater Restoration
Channel Divinity:
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Considerate Interruption. Immediately after an ally within 30ft of you that you can see and is not behind 3/4ths or total cover fails a Charisma check, you can use your reaction to use your reaction to rush in front of them, provided you have the movement capabilities to reach them, and then promptly make a Charisma Check of the same (or different, depending on DM discretion) skill with an additional 1d4 and replace the original roll with your roll, potentially changing the failure to a success.   Guardian From Harm. Immediately after an ally within 30ft of you is hit by an attack or fails a saving throw in which they are the only creature affected by the effect, you can move up to your movement, if possible, to push them out of the way, as you occupy their current space and the initial ally is pushed up to 10ft away from their initial space. You then immediately take the damage and any effects as if you were hit and/or automatically failed the saving throw. If you take damage, it is reduced by your proficiency bonus + your charisma modifier.         Aura of Encouragement. Starting at 7th level, you gain a separate 10ft aura, extending out from you. When a creature within your aura that you can see misses with an attack roll or fails an ability check or a saving throw, you can draw on your bonds of reciprocity as a reaction to allow them a bonus to the roll equal to your charisma modifier.   At 18th level, the range of this aura increases to 30 feet.   Applaud. Starting at 15th level, You now are great at encouraging allies, even from a distance. You may now take the help action as a Bonus Action. Additionally, you may take the help action to help an ally within your Aura of Encouragement even when you are not within 5 feet of them.   Power of Friendship. At 20th level, You and friendly creatures while within 30ft of you are immune to the Charmed condition and effects that effect the mind. Additionally, as a full action, For 1 minute, you & friendly creatures in your aura of Encouragement gain 20 temporary hitpoints at the start of your turn. While creatures have this temporary hp, they are under the effects of the spell Protection from Evil and Good

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