Oath of Splendor

For paladins who swear an Oath of Splendor, the struggle between beauty and ugliness is the fundamental conflict of the world. Conflicts between law and chaos, or good and evil, are merely peripheral. Paladins of splendor---sometimes called purple knights or jewel knights---can be deeply confusing to those who do not understand their beliefs. They sometimes act like traditional champions of good, by standing against undead, aberrations, and other ugly creatures. But they might also work to preserve the rule of a corrupt king, if that king happens to be a powerful patron of the arts. Some paladins of splendor go as far as to actively foment conflict within and between nations, the better to inspire literature and epic poetry.

In keeping with their great aesthetic appreciation, paladins of splendor usually adorn their clothing and armor with intricate, beautiful designs. They tend to also rely on light and graceful weaponry. For these paladins, combat is art---and they strive to perform beautifully.

Tenets of Splendor The tenets of the Oath of Splendor vary by paladin, but all the tenets revolve around preserving and creating beauty above all else. Paladins who uphold these tenets have no particular allegiance to the forces of law or good. In fact, their beliefs often lead them away from traditional conceptions of morality, so many of them are chaotic or evil. The tenets of the oath are simple: Beauty. Create beautiful scenes, stories, and objects in the world. And preserve beauty wherever it is found. Narrative. The beauty that you strive to create in the world must come from within. Live an interesting, active life---a life worthy of a bard's tale. Detestation. Ugliness must be destroyed, especially when it threatens to spread.

Oath Spells You gain oath spells at the paladin levels listed. Level Spells 3rd charm person, command 5th enthrall, suggestion 9th beacon of hope, hypnotic pattern 13th charm monster, hallucinatory terrain 17th creation, dawn

Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Exalted Voice. You can use your Channel Divinity to augment your voice with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes. Rebuke the Hideous. You can use your Channel Divinity to speak beautiful words which are painful for aberrations and undead to hear. As an action, you present your holy symbol, and each aberration or undead within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Aura of Splendor Starting at 7th level, you give off an aura which makes creatures easier to influence. Creatures other than you and your allies within 10 feet have disadvantage on Wisdom saving throws and Wisdom (Insight) ability checks. At 18th level, the range of this aura increases to 30 feet.

Immaculate Body Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or poisoned, and you have resistance to poison damage. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.