Oath of Good
Being a good person is not enough, as a paladin you must exemplify what it is to be good. A good person is polite to everyone, suffers no innocent to be treated with indignaty or disrepsect.
As a good person, you do not kill unarmed or helpless opponents. Also, rape; torture; participating in slavery; cannibalism, and genocide are heinous in the eyes of the gods. Attacking the clergy or desecrate a temple of the “God’s of Light," kill a member of your family except in self-defense; use magic to harm the spirit, soul or life force of someone; consort with demons, devils, daemons or their allies. You never destroy a soul, trap a soul or prevent a soul from going to judgment.
Your oath is to honor these beleifs in the service to your god.
Tenents of the Oath
Compassion: You aid those in need. You protect the weak and defend them.
Exemplify: You exemplify all the good things.
Honest: Your word is your bond. You don't cheat, or lie.
Never Consort with Evil: You never consort with evil outsiders. Even the appearance of it, is a stain on your honor.
Oath Spells
Paladin Level | Spells |
---|---|
3rd | Detect Evil and Good, Protection from Evil and Good |
5th | Aid , Flame Blade |
9th | Aura of Vitality, Beacon of Hope |
13th | Aura of Life, Guardian of Faith |
17th | Circle of Power, Dispel Evil and Good |
Channel Divinity
When you take this oath at 3rd level your holy symbol channel divinity does an added 1d10 damage to those affected and pushes them back another 5'. You also gain 1 extra channel divinity per day.
Aura of Good
Begining at 7th level your auras and circles from your oath spells extend out 40' instead of 30'.
Further, you can designate one non-combatant in the area, if they need to make a save that the save is automatically successful. You can do the once per short rest.
Protector of the Weak
Starting at 15th level you can designate a target within your line of sight to have divine protection. They gain Advantage on all saves and ability checks. Their movement is increased by 10'. Any attacker attempting to attack them does so at disadvantage. This lasts while you are alive and for up to 1 hour. You can use this once per long rest.
Sacred Defender
Starting at 20th level all your weapons do sacred damage and are not subject to resistance. They also do 1 extra die of damage in your hand to all foes.
Finally, once per long rest you can activate your countenance and any undead, shadow creature or creature from the underworld that starts its turn within 5' of you, takes 2d6 sacred damage.