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Defend Civilization and Law from Tyranny

Oath of the Crown

Defend Civilization and Law from Tyranny

You have sworn yourself to the ideals of civilisation, serving the laws that hold society together and preserving the order they command.

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together.

These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.

These Paladins share the following tenets:

  • Respect and uphold the law.
  • Stay true to those you are loyal to.
  • Have courage to face threats, even against overwhelming odds.
  • Take responsibility for the consequences of your actions.

Level 3: Oath Spells

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

Oath of the Crown Spells
Paladin Level Spells
3 Command, Shield of Faith
5 Warding Bond, Zone of Truth
9 Aura of Vitality, Spirit Guardians
13 Banishment, Guardian of Faith
17 Circle of Power, Geas

Level 3: Champion Challenge

When you take the Attack action, you can expend one use of your Channel Divinity to issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you, and has Disadvantage on attack rolls against creatures other than you.

This effect ends on the creature after 1 minute, and ends early if you have the Incapacitated condition, die, or if the creature is more than 30 feet away from you.

Level 3: Turn the Tide

As a Bonus Action, you can expend one use of your Channel Divinity to bolster injured creatures. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1).

Level 7: Aura of Allegiance

You exude an aura that bolsters the resolve of your allies. When a creature that is friendly to you starts its turn in your Aura of Protection, you can grant that creature Temporary Hit Points equal to your Charisma modifier.

Level 15: Unyielding Saint

You are an unstoppable force for your cause.

You have Immunity to the Paralyzed and Stunned conditions, you cannot unwillingly gain the Prone condition, and you cannot be forcefully moved against your will.

Level 20: Exalted Champion

Your presence on the field of battle is an inspiration to those dedicated to your cause. As a Bonus Action, you can gain the following benefits for 10 minutes:

Damage Resistance You have Resistance to image/svg+xml Bludgeoning, image/svg+xml Piercing and image/svg+xml Slashing damage.

Regal Presence Your Aura of Protection exudes unearthly majesty. Whenever the Aura enters the space of a creature you can see and whenever a creature you can see enters the Aura or ends its turn there, you can force that creature to make a Wisdom saving throw against your Spell Save DC. On a failed save, it takes 10 Psychic damage and has the Prone condition so long it is within your Aura of Protection.
  At the end of each of its turns, the creature can repeat this save, ending the effect preventing it from removing the Prone condition from itself on a successful save, or taking 10 Psychic damage on a failed save.

Once you use this feature, you cannot use it again until you finish a Long Rest, or you expend a level 5 spell slot to use it again.

Updated by Shades the Mothman