Oath of Unity
Paladins of Unity have seen too many people suffer and perish from the inaction of their fellows. They have found that the only way to stand against evil is to unite all against it. All it takes for evil men to triumph is for good men to do nothing. Many who take this oath find themselves aligned with benevolent rulers, gods of order, and philosophers. Their crests and flags usually incorporate the closed fist or spears bound together, representing the strength of many standing together as one. By the carrot or by the stick, a Paladin of Unity will bring all right-thinking people together in the fight so civilization and order can triumph over evil forces of chaos.
Tenets Of Unity
Paladins of unity may find their exact interpretations and adjoining goals varying, they all adhere to these basic ideas for promoting the greater good of society, civilization, and the people in their charge.
Order. Fulfill your oaths to the fullest extent. Follow the spirit of the law where the letter betrays it.
Compassion. Do not allow suffering to come to those in your charge. Short term pains can sometimes make for a greater long term gain.
Purity. Weakness is more than a personal failing. Failure brings harm to others. You will strive to strengthen yourself and others. When imperfections are insurmountable, it is a waste of effort to focus on them.
Unity. Inaction and confusion is all it takes for evil to triumph over good. Traitors, defectors, and willful ignorance will be punished where they allow evil to spread and grow.
Oath of Unity Spells
|3rd||command, charm person|
|5th||suggestion, warding bond|
|9th||crusader’s mantle, animate dead|
|13th||mordenkainen’s faithful hound, dominate beast|
|17th||dominate person, bigby’s hand|
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
As an action, you can use you Channel Divinity to empower your voice. With a shout and a brandish of your holy symbol, you command all creatures within 30 feet that can hear and see you, forcing them to make a Wisdom saving throw. If the creature fails its saving throw, that creature is frightened for 1 minute and suffers disadvantage on charisma checks and on saves against enchantments for the duration. These effects end when the creature takes damage.
As an action, you can imbue your weapon with a single target enchantment spell. This spell remains in your weapon for 1 minute or until a creature fails a save against the spell. You can end this effect on your turn as part of any other action, returning the spell to you. If you let go of this weapon, or if you fall unconscious, the effect ends and the spell fails.
Aura of unity
Starting at 7th level, you and friendly creatures within 10 feet of you gain a bonus to their saving throws against fear effects equal to your Charisma modifier. This bonus stacks with your Aura of Protection effect. You may concentrate on a number of enchantment spells within your aura equal to your Charisma modifier for free. Effects outside of your aura must still be maintained as normal.
Stronger as One
As a reaction, you can transfer up to half the damage taken by a friendly creature to another friendly creature, so long as both are within your aura of unity. Charmed creatures, summoned creatures, and other monsters under your control count as friendly creatures. Also, you may use your reaction to apply your Divine Smite to a friendly creature’s attack if they are within your aura. You may shift around enchantments and curses from one ally to another as an action, moving the magic with a touch.
At 20th level, as an action, you can take on the visage of the ideal, benevolent authority. For 1 hour, your body becomes partially ethereal, as a phantasmal crown sprouts from your head. This gives you the following effects:
-Enchantment spells cast while you are in this form return to your mind if the spell is resisted by all of its targets or if it fails.
-Your eyes grow cloudy, putting you under the effects of true seeing.
-Your appearance becomes terrible and beautiful. Creatures that can see your form and are within 30 feet suffer disadvantage on their saves against your effects and abilities. You have advantage on charisma checks.
Once you use this ability you cannot use it again until you finish a long rest.