Oath of Peace (5e Subclass)
From D&D Wiki
Oath of Peace
A paladin can take the Oath of Peace as a sacred oath when he or she reached 3rd level. The Oath of Peace means carrying the responsibility of keeping order and preventing unnecessary bloodshed. Sometimes called Peacekeepers, paladins who take this oath win their battles against evil by negotiation and treaties rather than mindless bloodshed. These paladins understand the divinity in a peaceful compromise and take it as their duty to ensure that bystanders are not caught in the crossfire of an avoidable battle
Tenets of Peace
The tenets of the Oath of Peace centralize the concept of protecting's the bystander's liberty and keeping order.
Preserve the Peace. Anywhere there is peace in the world, see to it that it does not get lost.
End Senseless Violence. Any fight without reason must be ended.
The Best Fight is the One Not Fought. If a conflict can be avoided, it must be avoided.
Protect the Bystander. No one should have to be punished for a conflict they had nothing to do with.
- Oath Spells
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Make love not war
As an action, you can turn all weapons(not natural weapons) within 50 feet of you are turned into flowers of various colors for D6+1 rounds. The flowers can´t do damage and if the flower comes in contact with a person that isn´t holding it, that person will heal 1d6 health.
End the War
As an action, you emit a wave of peace. All humanoids within 100 feet of you make a charisma save against your spell DC. If they fail, they are considered charmed and calm down and can no longer take the the Attack action. The effect lasts 1 minute, but will end early if the creature takes damage or another spell that effects mood is cast on them.
Aura of Peace
Starting at level 7, you and friendly creatures within 10 feet of you have advantage on wisdom and charisma saving throws. At level 18, the range of this aura increases to 30 feet.
At level 15, when not in combat, you have double proficiency in charisma checks and saves.
At level 20, as an action you can enter a peaceful trance. In this trance you can´t deal or take damage, and those under this trance can touch another humanoid to cause them to enter this trance as well. Humanoids gain a +10 to Wisdom and Charisma saves under the trance. The trance lasts a total of 1 minute but will end early if 1 round passes without the trance spreading. After the effect ends all those who were under the trance will not be able to take the attack action for D6 rounds.