5e24:Oath of Devotion: Difference between revisions

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<div class="bctop">{{backto|{{5e24|Paladin}}}}</div>
<div class="bctop">{{backto|{{5e24|Monk}}}}</div>
<div class="notice">{{edition|Oath of Devotion}}</div>
<div class="notice">{{edition|Oath of Devotion}}</div>
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{{5e24 Subclass Traits
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|sorttext=
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|class=Paladin
|class=Paladin
|refs=<ref name="24fr">{{Cite Pub|2024 D&D Free Rules}} Licensed: &copy; Wizards of the Coast {{fairuc}}.</ref> <ref name="phb5e24">{{Cite Pub|Player's Handbook (5e24)|pages=113-114}} Licensed: &copy; Wizards of the Coast {{fairuc}}.</ref>
|refs=<ref name="srd52.5657">{{Cite Pub|SRD 5.2|pages=56-57}} Licensed: [[CC-BY]].</ref><ref name="24fr">{{Cite Pub|2024 D&D Free Rules}}</ref> <ref name="phb5e24">{{Cite Pub|Player's Handbook (5e24)|pages=113-114}}</ref>
|summary=These paladins embody honesty, protecting the weak, bravery, and honor.
|summary=These paladins embody honesty, protecting the weak, bravery, and honor.


|trait1name=Oath of Devotion Spells
|trait1name=Oath of Devotion Spells
|trait1lvl=3rd
|trait1lvl=3rd
|trait1desc='''Unofficial Summary:''' You always have the following spells prepared and they count as {{5e24|Paladin/Spell|Paladin spells}} for you: {{5e24 Spell Line|Protection from Evil and Good, Shield of Faith, Aid, Zone of Truth, Beacon of Hope, Dispel Magic, Freedom of Movement, Guardian of Faith, Commune, Flame Strike}}
|trait1desc=The magic of your oath ensures you always have certain {{5e24lc|Spell}}s ready; when you reach a {{5e24|Paladin}} level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
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|name=Oath of Devotion
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|spells17=Commune, Flame Strike
|spells17=Commune, Flame Strike
}}
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|trait2name=Sacred Weapon
|trait2name=Sacred Weapon
|trait2lvl=3rd
|trait2lvl=3rd
|trait2desc='''Unofficial Summary:''' When you take the {{5e24|Attack}} {{5e24lc|Action}}, you can expend one use of your {{5e24|Paladin Channel Divinity|Channel Divinity}} to empower your {{5e24|Melee Weapon}} for a period of time. It buffs your {{5e24lc|Attack Roll}}s with that weapon and you can cause {{5e24|Radiant}} damage. The weapon also emits {{5e24|Bright Light}} and {{5e24|Dim Light}} while empowered.
|trait2desc=When you take the {{5e24|Attack}} {{5e24lc|Action}}, you can expend one use of your {{5e24|Paladin Channel Divinity|Channel Divinity}} to imbue one {{5e24|Melee Weapon}} that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your {{5e24|Charisma}} modifier to {{5e24lc|Attack Roll}}s you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal {{5e24lc|Damage Type}} or {{5e24|Radiant}} damage.
 
The weapon also emits {{5e24|Bright Light}} in a 20-foot radius and {{5e24|Dim Light}} 20 feet beyond that.
 
You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.


|trait3name=Aura of Devotion
|trait3name=Aura of Devotion
|trait3lvl=7th
|trait3lvl=7th
|trait3desc='''Unofficial Summary:''' Your {{5e24|Aura of Protection}} gives {{5e24|Immunity}} to being {{5e24|Charmed}}.
|trait3desc=You and your allies have {{5e24|Immunity}} to the {{5e24|Charmed}} condition while in your {{5e24|Aura of Protection}}. If a Charmed ally enters the aura, that condition has no effect on that ally while there.


|trait4name=Smite of Protection
|trait4name=Smite of Protection
|trait4lvl=15th
|trait4lvl=15th
|trait4desc='''Unofficial Summary:''' Casting {{5e24spell|Divine Smite}} causes your Aura of Protection to give {{5e24|Half Cover}} through the end of your next {{5e24lc|Turn}}.
|trait4desc=Your magical smite now radiates protective energy. Whenever you cast {{5e24|Divine Smite}}, you and your allies have {{5e24|Half Cover}} while in your Aura of Protection. The aura has this benefit until the start of your next {{5e24lc|Turn}}.


|trait5name=Holy Nimbus
|trait5name=Holy Nimbus
|trait5lvl=20th
|trait5lvl=20th
|trait5desc='''Unofficial Summary:''' Once per {{5e24|Long Rest}}, use a {{5e24|Bonus Action}} to buff your Aura of Protection giving the following benefits:
|trait5desc=As a {{5e24|Bonus Action}}, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a {{5e24|Long Rest}}. You can also restore your use of it by expending a level 5 {{5e24lc|Spell Slot}} (no action required).
* '''{{anchor|Holy Ward}}.''' Buff {{5e24|Saving Throw}}s you make caused by a {{5e24|Fiend}} or {{5e24|Undead}}.
 
* '''{{anchor|Radiant Damage}}.''' Enemy {{5e24lc|Creature}}s take Radiant damage in the Aura.
'''{{anchor|Holy Ward}}.''' You have {{5e24|Advantage}} on any {{5e24lc|Saving Throw}} you are forced to make by a {{5e24|Fiend}} or an {{5e24|Undead}}.
* '''{{anchor|Sunlight}}.''' Aura contains Bright Light that is {{5e24|Sunlight}}.
 
You can restore the use of this early by spending a level 5 {{5e24lc|Spell Slot}}.
'''{{5e24|Radiant Damage}}.''' Whenever an enemy starts its turn in the aura, that {{5e24lc|Creature}} takes Radiant damage equal to your {{5e24|Charisma}} modifier plus your {{5e24|Proficiency Bonus}}.
 
'''{{5e24|Sunlight}}.''' The aura is filled with Bright Light that is {{5e24lc|Sunlight}}.


|desc=''Uphold the Ideals of Justice and Order''
|desc=''Uphold the Ideals of Justice and Order''


'''Unofficial Description:''' These paladins embody honesty, protecting the weak, bravery, and honor.
The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards.
 
Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.


These paladins share the following tenets:
These paladins share the following tenets:
* Honesty
* Let your word be your promise.
* Protect the weak unfailingly.
* Protect the weak and never fear to act.
* Honorable
* Let your honorable deeds be an example


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==Sources and Notes==
==Sources and Notes==
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Revision as of 15:27, 29 April 2025

Oath of Devotion exists in other D&D editions see:

Oath of Devotion (disambiguation).

Oath of Devotion[1][2] [3]
Paladin subclass


Uphold the Ideals of Justice and Order

The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards.

Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.

These paladins share the following tenets:

  • Let your word be your promise.
  • Protect the weak and never fear to act.
  • Let your honorable deeds be an example

Oath of Devotion Features

Paladin Level Features  
3rd Oath of Devotion Spells, Sacred Weapon 
7th Aura of Devotion 
15th Smite of Protection 
20th Holy Nimbus

 

Oath of Devotion Spells

3rd level Oath of Devotion feature.
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.

Oath of Devotion Spells

Paladin Level Spells  
3rd Protection from Evil and Good, Shield of Faith 
5th Aid, Zone of Truth 
9th Beacon of Hope, Dispel Magic 
13th Freedom of Movement, Guardian of Faith 
17th Commune, Flame Strike
 

Sacred Weapon

3rd level Oath of Devotion feature.
When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee Weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.

The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.

You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon. 

Aura of Devotion

7th level Oath of Devotion feature.
You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there. 

Smite of Protection

15th level Oath of Devotion feature.
Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn

Holy Nimbus

20th level Oath of Devotion feature.
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.

Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.

Sunlight. The aura is filled with Bright Light that is sunlight.

Sources and Notes

  1. Wizards RPG Team. SRD 5.2 (5e 2024) (2025-04-22). Wizards of the Coast. p. 56-57. Licensed: CC-BY.
  2. Wizards RPG Team. 2024 D&D Free Rules (5e 2024) (2024-09-03). Wizards of the Coast, D&D Beyond.
  3. Wizards RPG Team. Player's Handbook (5e24) (5e 2024) (2024-09-17). Wizards of the Coast. ISBN 9780786969821. p. 113-114.

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