Oath of Song (5e Subclass)
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Oath of Song
Paladins that have undergone the Oath of Song are not members of any paladin order, but instead are religious men and women who choose to keep their towns or villages safe from the dangers of the wilds and outsiders such as bandits and brigands. They revel in song and dance, partake in drink and merrymaking and protect the good folk of their home town and other small communities they encounter in their travels from those who would seek to silence the song within and dampen the light of joy.
(It is recommended that you play a character of the neutral/good or chaotic/good alignment when choosing this oath.)
Tenets of Song
Humility and Poise. You are a guardian of the people, but do not forget, you are one of the people.
Keep in Heart. Nothing is more precious than life, but life is nothing if lived in sorrow and fear. Protect those who seek a simple, happy life.
Love the Light. You serve because you know it in your heart to be the path that is pure and true. Protect those you love, and welcome all with an open heart.
Neutrality. You are no crusader of holy light, but a vanguard of the people. Do not fight unless you must for your kin or your community.
Oath of Song Spells
|5th||spiritual weapon, suggestion|
|9th||beacon of hope, slow|
|13th||control water, faithful hound|
|17th||hallow, mass cure wounds|
- Channel Divinity
When you choose this Oath at 3rd level you gain access to the following Channel Divinity options:
Of Heart and Home. You present your holy symbol and whisper a prayer of protection, using a bonus action, you may grant resistance to bludgeoning, piercing, and slashing damage to one creature that you can see within 30 feet of you, other than yourself. This effect lasts for 1 minute, or until you end it as a bonus action or fall unconscious or die.
Faithful Protector. You present your holy symbol and whisper a prayer of strength, magically imposing your hit points in the place of an ally that has taken damage within their turn, taking the damage instead of them as a reaction. Note that this feature lasts for 1 minute upon use, and every time the chosen target takes damage, you may use your reaction to take damage for them again. As a bonus action on subsequent turns, you may choose another target to protect in this way.
- Song and Sword
Also at level three, you deal force damage as opposed to radiant damage when using your Divine Smite feature.
- Patron of the Arts
You gain proficiency in the Performance skill and a musical instrument of your choice. If you are already proficient in the Performance skill, you instead gain proficiency with a second instrument of your choosing.
- Aura of the Blessed Song
Beginning at 7th level you and friendly creatures within 10 feet of you are resistant to poison and necrotic damage and become immune to the poisoned condition. At level 18, this aura increases to 30 feet.
- Pillar of Community
Starting at 15th level you gain 2 bardic inspiration dice (1d6) and they are replenished after a long or short rest. Additionally, your healing spells now restore the maximum possible hit point value.
- Guardian of the People
At 20th Level, as an action you channel your devotion to your people and all of the common folk, taking on the form of a mass of sound and color. For the next minute, you gain the following benefits.
- You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- All attacks made by creatures within 30 feet of you are at disadvantage, no matter what target is chosen. This effect includes your own attacks.
- You take on a non-physical form, allowing you to pass through occupied spaces without expending extra movement, regardless of if the one occupying that space is an enemy or ally.
- Creatures that start their turn within the same space as you take force damage equal to your Paladin level.
- You are immune to the effects of magical silence and magical darkness.
Once this feature has been used it cannot be used again until the user has undergone a long rest.