Oath of Inspiration
Those of the Oath of Inspiration are great orators who seek to encourage others to be better than they are. They champion causes that other abandon, and instill virtue in those who have fallen by the wayside. Always a smile and word of praise, these paladins rally those left behind.
Oath of Inspiration Features
Paladin Level | Feature |
---|---|
3rd | Oath Spells, Channel Divinity |
7th | Rally |
15th | Inspire |
20th | Grace of Virtue |
Tenets of Inspiration
Paladins who take the Oath of Inspiration seek to lift the spirits of all people and disparage none. They are motivating figures who seek to spur others on to greatness.
Champion the Weak. Always lift the spirits of the downtrodden.
Always Be Positive. Build others up, never tear them down.
Banish Your Dread. Never betray a visage of grief or fear, always be joyous and confident.
Oath Spells
3rd-level Oath of Inspiration 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. If you don’t have access to Xanathar’s Guide to Everything, substitute dream for skill empowerment.
Oath of Inspiration Spells
Paladin Level | Spells |
---|---|
3rd | bless, heroism |
5th | aid, calm emotions |
9th | beacon of hope, mass healing word |
13th | aura of purity, freedom of movement |
17th | dispel evil and good, skill empowerment* |
Channel Divinity
3rd-level Oath of Inspiration feature
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Oratory. By spending 1 minute speaking and inspiring others to unify and achieve a common cause, each creature which can hear and understand you within 30 feet can add 1d6 to a single attack roll, damage roll, or ability check it chooses to achieve that goal. This bonus must be used within the next hour or it is lost.
Uplift. As an action, you can uplift the spirits of one creature. You remove the charmed, frightened, paralyzed, and unsettled† conditions from the target, and for 1 minute it is immune to those conditions. The unsettled condition is introduced in the Psychic and Spiritual Handbook by Therin Creative.
Rally
7th-level Oath of Inspiration feature
You emanate grace and temerity. When you or an ally reduce a foe within 30 feet of you to 0 hit points with a weapon attack, you can use your reaction to grant each ally within 30 feet of you temporary hit points equal to your Charisma modifier (minimum of 1).
Inspire
15th-level Oath of Inspiration feature
When you heal a creature other than you for at least 5 hit points with your Lay on Hands feature or a paladin spell, you inspire it. Once within the next minute, the creature can roll a d8 and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until it rolls the d20 before deciding to use this bonus die, but must decide before the DM says whether the roll succeeds or fails.
Grace of Virtue
20th-level Oath of Inspiration feature
As an action, you become a beacon of light and hope. You gain the following benefits for 1 minute:
- Each creature you choose, other than you, within 30 feet of you can add your Charisma modifier (minimum 1) to its first attack and damage roll each round on its turn.
- Once at the start of each of your turns, you and each creature you choose within 30 feet of you can attempt a new saving throw against one effect with a duration that still affects it.
- When you roll a saving throw against spell from the school of enchantment or necromancy or a power from the telepathy discipline, you treat a d20 roll of 9 or lower as a 10. Psionic powers and the telepathy discipline are introduced in the Psychic and Spiritual Handbook by Therin Creative.
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.