Crown

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order’s ranks.

Branch Features

Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasise the following tenets.

  • Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
  • Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.
  • Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will?
  • Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Bonus Spells

As an crown paladin, you gain the following spells once you can cast spells of that level. Once you gain an oath spell, you always have it prepared and it doesn’t count against the number of spells that you can prepare each day.

If you have an oath spell that doesn’t appear on the divine spell list, that spell is nevertheless a divine spell for you.

Spell Level Spells
1st Command, Compelled Duel
2nd Warding Bond, Zone of Truth
3rd Aura of Vitality, Spirit Guardians
4th Banishment, Guardian of Faith
5th Circle of Power, Geas

Talents

Talent CP Prerequisites
Oath of the Crown 5 -
Divine Allegiance 15 Oath of the Crown and Aura of Protection
Unyielding Spirit 65 Cleansing Touch and Divine Allegiance
Exalted Champion 50 Greater Auras and Unyielding Spirit

Oath of the Crown

Cost: 5 Character Points

You gain the ability to channel the power of your oath, using that energy to fuel the following magical effects.

When you use your oath powers, you expend 1 mana and choose which effect to create. Some oath effects require attack rolls. When you use such an effect, your disciple spell attack roll is used.

Champion Challenge

As a bonus action, you issue a challenge that compels other creatures to do battle with you. Make a spell attack vs the Wisdom defence of each creature of your choice that you can see within 30 feet of you. On a hit, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Turn the Tide

As a bonus action, each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your spellcasting modifier (minimum of 1) if it has no more than half of its hit points.

Divine Allegiance

Cost: 15 Character Points

Prerequisite: Oath of the Crown and Aura of Protection

Once per turn, if, within the last round, a creature took damage while within 5 feet of you, you can use a free action at the start of your turn to magically cause that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way.

Unyielding Spirit

Cost: 65 Character Points

Prerequisite: Cleansing Touch and Divine Allegiance

You have +1d to on defences to avoid becoming paralyzed or stunned.

Exalted Champion

Cost: 50 Character Points

Prerequisite: Greater Auras and Unyielding Spirit

Your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.