Oath of Chivalry
A paladin of this oath is the legendary knight in shining armor. They are exemplars of true nobility and honor. These chevaliers are the vanguard against evil and lawless discord, upholding the tenets of civilization. Under the Oath of Chivalry, a paladin serves the interests of the people and is the enemy of tyrants, championing the cause of justice.
Oath of Chivalry Features
Paladin Level | Feature |
---|---|
3rd | Oath Spells, Born to the Saddle, Channel Divinity |
7th | Pursuit of Justice |
15th | War Veteran |
20th | Grace of the Chevalier |
Tenets of Chivalry
Courtesy, honor, and courage are the core traits of these paladins. When land or people cry out for a champion, these paladins ride into the heart of darkness to quell it.
Uphold Courtesy. Be polite to all, for no man or woman stands above another.
Courage in the Face of Danger. When the land is threatened, you confront the threat without hesitation.
Honor above Convenience. You never seek to sully your name for expedience.
Duty before Gain. Your gains are measured in reputation for adhering to your word and pledge.
Oath Spells Feature
3rd-level Oath of Chivalry feature
You gain oath spells at the paladin levels listed. See the Sacred Oath class feature for how oath spells work. Each spell is in the Player’s Handbook, unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything.
Oath of Chivalry Spells
Paladin Level | Spells |
---|---|
3rd | command, compelled duel |
5th | find steed, warding bond |
9th | protection from energy, tongues |
13th | find greater steed*, freedom of movement |
17th | dispel evil and good, greater restoration |
Born to the Saddle
3rd-level Oath of Chivalry feature
Your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Channel Divinity Feature
3rd-level Oath of Chivalry feature
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Noble Cant. When make a Charisma check to influence a creature, you have advantage on the check and each additional Charisma check you make to influence that creature for 1 minute.
Lead the Attack. After hitting a creature with a melee weapon attack, you can direct one of your companions to strike. When you do so, choose a friendly creature who can hear you. That creature can immediately use its reaction to make one weapon attack with advantage. On a hit, it deals 1d8 extra radiant damage to its target.
Pursuit of Justice
7th-level Oath of Chivalry feature
Acting as the sword of justice, you grant the wicked no quarter. Whenever a foe provokes an opportunity attack from you, you have advantage on your attack roll. On a hit, you can choose to move up to your speed with the target. If the opportunity attack reduces your target to 0 hit points, you immediately regain the use of your reaction.
If you are mounted, you move up to your mount’s speed instead of your own. If your mount can make opportunity attacks, it also has advantage on its attack roll, but it doesn’t regain the use of its reaction early for reducing a target to 0 hit points.
War Veteran
15th-level Oath of Chivalry feature
Whenever you are below half your maximum hit point count, you have damage resistance to bludgeon, piercing, psychic, and slashing damage.
Grace of the Chevalier
20th-level Oath of Chivalry feature
As an action, you become the embodiment of knightly valor. You gain the following benefits for 1 minute:
- Whenever you deal damage with your Improved Divine Smite feature, you deal the maximum damage.
- Your movement, including when you are mounted, never provokes opportunity attacks and you can move through the space of any creature without expending extra movement.
- You and your mount have resistance to ranged damage.
- Allies in range of your Aura of Protection feature retain its benefit during this time, even if you move out of range.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.