### Oath of Valor The Oath of Valor binds a paladin to the ideals and will of the Knight himself. As a protector of peace and justice throughout the lands of Pricidia, this oath can only be held by the most pretigious of all the Paladins. These Paladins push past the ideals of a knight in shining armor and serve as heroes among all men. #### Tenants of Valor Despite having held tenants to previous oath(s) in the past, paladins of this oath are held to a much higher standard and are expected to hold the responsibilities of each tenant to the highest degree. ***Valor.*** Always having courage in the face of danger. ***Honor.*** Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. ***Be the Light.*** Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds. ***Fight the Greater Evil.*** Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil. ***Wisdom.*** Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no chcoice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just. ##### Oath of Valor Features | Paladin Level | Feature | |:----:|:-------------| | 3rd | Oath Spells, Channel Divinity | | 7th | Aura of the Knight (10 ft.) | | 15th | Sentinel of Courage | | 18th | Aura of the Knight (30 ft.) | | 20th | Aspect of Morning | #### Oath Spells You gain oath spells at the paladin levels listed in the Oath of Valor Spells table. See the Sacred Oath class feature for how oath spells work. ##### Oath of Valor Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | *hunter's mark, sanctuary* | | 5th | *misty step, spiritual weapon* | | 9th | *beacon of hope, protection from energy* | | 13th | *stoneskin, rend shadows* * | | 17th | *commune, hold monster* | *rend shadows appears in the Dark Arts companion * * #### 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. ##### Compel Heroes If your current health is more than half your current maximum, you may spend an action to inspire other allies around you in the name of Valor. Each creature gains an inspiration point, which is spent at the start of their next turn. Until the end of your next turn you are *Weakened*. *While you are weakened you are vulnerable to all damage.* ##### Languish Evil You can use your Knighthood to make the forces of darkness suffer while within your presence. As an action, each creature of an evil alignment that you can see within 30 ft. makes a Constitution saving throw. On a failed save, each target becomes *Weakened* for 1 minute. The weakened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. #### Aura of the Knight Starting at 7th level, you and all good-aligned creatures within 10 feet of you gain temporary hit points at the start of your turn equal to your charisma modifier (minimum of 1). At 18th level the range of this aura increases to 30 feet. #### Sentinel of Courage Starting at 15th level, your attacks deal radiant damage in addition to their other types. When an evil-aligned creatures takes radiant damage they must make a Constitution Saving Throw or be *weakened* until the end of their next turn. Creature who have already suffered from the *weakened* effect are immune to this effect for 1 minute once it is applied to them. #### Aspect of Morning Starting at 20th level, you can call upon a pantheon of deities to aid you in your struggle against the forces of evil. Once per dawn and while in the presence of daylight you may spend an action to gain invincibility and immutability for 10 minutes. During this effect you are immune to all damage, conditions, and your form cannot change due to either magical or phyiscal effects. Once this effect has ended you become *Weakened* until you complete an Extended Long Rest.