Oath of Hospitality

Stories tell of an order of brave Halfling paladins famous for their kindness, hospitality, and ferociousness in defense of their homelands. Though the order itself has faded into legend, many Halflings and sometimes even paladins of other races take the Oath of Hospitality and seek to live to the ideals of the Badger Knights of old.

Tenets of Hospitality

The text of the oaths of the original Badger Knights has been lost to history but while stories vary, they all agree that the following values were central to the order.

Kinship. Anyone who can make a friend out of an enemy has won two battles at once. Exercise mercy, compassion, and forgiveness to prevent fights before they begin.

Comfort. Share in the comforts of home with others. Never carry a burden alone – to do so is an act of extreme vanity.

Hospitality. Visitors, refugees, and the downtrodden deserve every kindness one would show to a guest in their own home.

Community. Your actions reflect upon anyone who ever cooked you a hot meal, taught you a lesson, sang you a song, gave you a room, or took care of you when you were sick and weak. Stay humble in that knowledge and never bring them dishonor.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Hospitality Spells

Paladin Level Spells 3rd comprehend languages, sanctuary 5th calm emotions, prayer of healing 9th create food & water, Leomund's tiny hut 13th dimension door, Mordekainen's private sanctum 17th antilife shell, hallow

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:

Bless This Meal.

When you finish a short rest, you can Channel Divinity to gain the ability to cast Bless at level 2 once within the next 10 minutes. This casting does not consume a spell slot.

Turn Invaders. As an action, you present your holy symbol and expel unwelcome visitors. If you are on your plane of origin, creatures within 30 feet from other planes must make a Wisdom saving throw. On a failed save, a 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 within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there is no unoccupied space that the creature can move into, it can take the Dodge action.

Aura of the Hearth

Starting at 7th level, any time you take a long rest in a warm bed, you may designate that location as “home.”

Whenever you are more than one day’s journey away from home, any member of your party within 10 feet of you may, as a reaction, impose disadvantage on an attack roll against them. This may be done a number of times equal to your charisma modifier. These uses replenish upon taking a long rest at home. At 18th level, the range of this aura increases to 30 feet.

Whenever you are within one day’s journey from home, friendly creatures within 10 feet of you get temporary hit points equal to half your Paladin level rounded down at the start of their turn. At 18th level, the range of this aura increases to 30 feet.

(Your DM has discretion as to whether a location can be reasonably deemed “home,” and whether you are suitably far away. Determinations of "one day's journey" should take into account transportation available. If players are traveling on horseback, for example, the distance is greater than if they had traveled on foot.)

Big Day Ahead of Us

Starting at 15th level, you may cast Heroes’ Feast. This does not consume a spell slot or materials. You can’t use this ability again until you complete a long rest at home.

Hometown Hero

The spirits of your friends and loved ones appear to encourage you in battle. Starting at 20th level, as an action, you become an avatar of the Badger Knights of old. You cast the Phantom Steed spell beneath you. The Large-sized mount takes the appearance of a badger, and you automatically mount up. For one minute:

You cannot be forced to dismount and attacks you make while mounted have advantage.

Friendly creatures that can see you have advantage on saving throws.

You shed magical light for a radius of 30 feet. Light cast in this way dispels magical darkness.

Once you use this feature, you can’t use it again until you finish a long rest.