Oath of the Heraldic

A clash in the dark. an orcish wartribe fighting against a brave town guard regiment. They know it is not enough. Morale is broken, their bodies are tired and sloggish. Then, at the darkest hour, a great owl's shriek is heard above. Backed against the full silvered moon, Ser Lautric dives down from atop his great white beast, lance extended. Calling out orders from atop his giant owl, he floats as a beacon to the guard. Before long, the tide is turned. Victorious are the guard this day.

Tenants of the Heraldic

The tenets of the Heraldic refer to the respect of others, life, and your mount above all else.

Noble. Be the strength others need. Set the example for your compatriots.

Chivalry. Protect your mount. They are your closest ally, and dearest friend.

Respect. Treat those you meet in your travels as equals. We are all but small parts in a bigger world, we should do our best to get by pleasantly.

Oath of THe Heraldic Spells

Cookie Tastiness

Paladin Level Spells 3rd Hunter’s Mark, Speak with Animals 5th Find Steed, Pass Without Trace 9th Daylight, Revivify 13th Aura of Life, Stoneskin 17th Raise Dead, Awaken

Channel Divinity

When you take this oath at 3rd level, you gain the following two channel divinity options.

Holy Bond. You spend 10 minutes in a trance, summoning forth a mount, which you magically bond with. Choose an ox, lion, war horse, draft horse, war horse skeleton, Worg, giant bat, or giant owl. This mount is loyal to you, and you alone. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your mount shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always,“The paladin who travels with me is a beloved companion for whom I would gladly give my life.” In addition, when casting the 'Find Steed’ spell, this mount is summoned to your location, in addition to its other benefits.

Honor Blow. You may use a reaction to become the target of an attack which targets a single ally within 5 feet of you.

bonds above cr 1/4 Some players may find these options lacking, if so, under dm discretion, they may select a new bond from available materials to the group. These guidelines serve to bring choices in line to others and apply to the skeleton war horse. Bonds with resistances and vulnerabilities lose these traits

Bonds with inate spellcasting lose this trait

Bonds with a breath weapon have their damage reduced to 2d6 of the appropriate type with a range no greater than 30 ft which recharges on a short or long rest

Bonds may start with a maximum ac of 13

Bonds may have a starting maximum hp of 26

Bonds attacks may deal a maximum of 2d6+5

Bonds may have a maximum of +5 to hit

No speed value may exceed 60 ft.

Bonds may not know more than 2 languages other than common I hope this assists you in being very creatively free while not breaking any games.

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Aura of the Wind

Beginning at 7th level, the winds Gale you forward to your destiny. You and friendly creatures which start their turn within 10 feet of you, gain 10 feet of extra movement for that turn.

At 18th level, the range of this Aura increases to 30 feet.

Bonded Fangs

Beginning at 7th level, you and your mount learn to fight in tandem, targeting the weak points of your foes. When you deal damage with a melee attack while mounted on your bonded mount, you deal an additional d6 of your mounts damage type. This could be from claws, bite, hoof, etc.

Bonded Hearts

Beginning at 15th level the bond you share with your mount strengthens and your bodies bind. any healing you receive from a spell affects your bonded mount, as well, so long as you are within 15 feet of one another.

Challenger

Beginning at 15th level, you may Mark a target within 10 feet of you as a bonus action. This Mark forces the target to make a wisdom saving throw against your spell casting DC. On a failure, they must attack you and only you on their next turn. In addition, you and your mount gain advantage on attacks against this creature until the end of your next turn.