Sacred Oath - Oath of the Patriot

An Oath of the Patriot paladin lives to defend their homeland.

Created by Daniel Nnorth

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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2018 by Daniel Nnorth and is published under the Community Content Agreement for Dungeon Masters Guild.

Created with Homebrewry http://homebrewery.naturalcrit.com

Tenents of Patriotism

The tenents of the Oath of the Patriot vary by region, but all the tenents revolve around protecting your homeland and promoting a good image. These are the tenents of patriotism.

Duty Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Honor Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible.

Protect your Homeland Stand against wickedness that would corrupt your homeland, and against the forces that would render it barren.

Uphold the Dream The Homeland Dream... the hope... that makes the reality worth living. As long as the Dream remains even partially unfulfilled, I cannot abandon it!

Shield Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. The shield must be within your reach throughout the ritual, at the conclusion of which you touch the shield and forge the bond.

Once you have bonded a shield to yourself, you can't be disarmed of that shield unless you are incapacitated. If it is on the same plane of existence, you can summon that shield as a bonus action on your turn, causing it to teleport instantly to your hand.

You can make an off-hand attack with your shield as a bonus action. When you hit with an attack using this shield it deals 1d6 bludgeoning damage. It gains the thrown property with a normal range of 20 feet and a long range of 60 feet.

You can have only one shield bonded at a time. If you attempt to bond with another shield, you must break the bond with the first.

Channel Divinity

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

Cone of Protection You can use your Channel Divinity to create an area that is protected from spell effects. As an action, you can get into a defensive stance with your shield presented in front of you, creating a 10-foot cone that extends behind your shield. Creatures within the area gain advantage to saving throws against spells and magical effects. This effect lasts as long as you take no other actions on your turn, and you move no more than half your movement speed.

Sacred Shield As an action, you can imbue your bonded shield with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to your AC (with a minimum bonus of +1). The shield also emits bright light in a 20-foot radius and dim light 20 feet beyond that. When you hit a creature with your shield using a ranged attack, it can jump to one additional target within 10 feet. Make a separate attack roll for this attack. Immediately after the attack, you can use your reaction to have the shield fly back to your hand.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this shield, or it you fall unconscious, this effect ends.

Aura of Leadership

Beginning at 7th level, you inspire those around you to be a more potent fighting team. When you take the Attack action on your turn, if a friendly creature is within 20 feet and can see you, it can use its reaction to make a melee attack.

At 18th level, the range of this aura increases to 60 feet.

Tactical Leadership

Starting at 15th level, creatures effected by your Aura of Leadership gain advantage on attack rolls against creatures that are within 5 feet of you.

Additionally, as a bonus action, you can inspire up to six creatures of your choice within your Aura of Leadership. The creature adds your Charisma modifier to the next ability check, attack roll, or saving throw it makes.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Battlefield Navigator

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of battle, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • Your movement speed is increased by +10 feet.
  • You gain an additional action on each of your turns. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Once you use this feature, you can't use it again until you finish a long rest.

Additionally, whenever a creature hits you with a melee attack, while you are wielding your bonded shield, roll a d6. On a roll of 6, your shield casts thunderwave as a 3rd level spell at the attacker.

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Sacred Oath | Oath of the Patriot