Paladin: Oath of Unity

The Oath of Unity seeks the shining stars of civilization, the jewels of society. The incorruptible, the selfless. Those who lead by example, and know that the needs of the masses come before the needs of their own. They stand against those who would undermine the common good in the pursuit of personal avarice and power-hunger. Those who would seek to sow dissent, to serve as demagogues, or swindle and cheat. Those who follow this path know there's some good in this world, and it's worth fighting for.

Tenets of Unity Benevolence in All Things: Your path stokes aspects of mercy, kindness, generosity, and charity. Society at its heart is to be preserved, and others to be loved and the good inside them to be encouraged

Hearth and Home: The community is the muscles that hold people together, build it through celebration and merrymaking. Seek out neighborly activities to strengthen the bond of your fellow folk.

Sow the Seeds: You know that society grows strong when one plants trees whose shade they shall never enjoy. Build a better tomorrow, even if you may never bask in the fruits of your labor.

Stoke the Fire: Those that seek to corrupt the community must be weeded out, whether an internal or external force. Harden your people, and foster independence and self-determination against the venal and crooked.

Oath Spells You gain oath spells at the paladin levels listed. Paladin Level Spells 3rd charm person, sanctuary 5th calm emotions, healing spirit 9th beacon of hope, life transference 13th aura of life, fabricate 17th greater restoration, mass cure wounds

Channel Divinity: Turn the Wicked As an action, you can rebuke those souls wrought by avarice and venality with poignant truth. Each evil humanoid within 30 feet that can hear you must make a Wisdom saving throw. If the creature fails its saving throw, it 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.

Channel Divinity: Ease the Suffering As a bonus action, you can harden spirits and soothe injuries with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Aura of Altruism Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way. At 18th level, the range of this aura increases to 30 feet.

Oath of the Incorruptible At 15th level, you are immune to any enchantment spell that would seek to alter your personality, compel you to perform a specific task, or force you to behave in a certain way.