Oath of Valiance

The Oath of Valiance binds the paladin to ideals of honor and self-sacrifice. These warriors are often from humble backgrounds, having sworn themselves after some sort of awakening; an experience which left them deeply moved, like being sent on a mission, the death of a loved one, or something similar. Often those who take the Oath of Valiance do not do so in zeal, but nonetheless find themselves imbued with divine power. Either way they swear themselves to protect those in need and to smite those who stand in the way of peace, knowingly or not under the gaze of a diety. As such they are less devout than many other paladins, while still adhering to doctrines they set for themselves. They protect their allies ferociously but are not cruel to their enemies. These paladins are a sight to behold in battle, launching themselves into blows to defend their companions. All those who take the Oath of Valiance carry a shield, but few don the expensive plate armor often seen on paladins.

Tenets of Devotion

The tenets of the Oath of Valiance vary in nature, but the base motivation for all paladins who swear it are a wish to protect. They generally emphasize the following tenets.

Benevolence. Protect your allies first, destroy your enemies second, but always try for the peaceful option. Your greatest weapon is the shield.

Temperance. Be good, not pious. Those in need require guidance and protection, not prayers. The Gods will reward actions, not revelry.

Austerity. Do not seek greatness other than that of character. Use what you have to better the world. Your laurels are those of honor, not gold.

Unbeholdence. Do not let rules set by others govern your choices. The freedom and peace of those under your protection is more important than arbitrary laws.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells 3rd create food and water, shield of faith 5th warding bond, guiding bolt 9th slow, sanctuary 13th aura of purity, death ward 17th wall of force, circle of power

Channel Divinity

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

Eminent Aegis. If you are wielding a shield, you may use your Channel Divinity to restrain an enemy's attacks against others. As an action, you pin your shield against a Medium or smaller creature within 5 feet. The target must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus and Strength modifier. If they fail the save they gain disadvantage on all attack rolls against creatures other than you within 10 feet. They must successfully make the save at the beginning of their turn to end this effect.

The effect ends immediately if you attack another creature or move away from the target. If they succeed the save they take half the damage suffer no other effects.

Once you use this feature, you must finish a short or long rest before you can use it again.

Retaliating Smite. You can use your Channel divinity to strike an enemy with avenging force. When spending at least one paladin spell slot to use Divine Smite, you can choose to deal extra radiant damage. The extra damage equals your paladin level +1 for every point of damage taken by you or friendly creatures within 10 feet of you during the last turn. The total extra damage cannot exceed your paladin level times two. Once you use this feature three times, you can't use it again before you finish a long rest.

Aura of Witnessing

Starting at 7th level, you have advantage on all Insight checks. Also, you and all friendly creatures within 10 feet are immune to being blinded. You must be conscious to grant this bonus.

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

Heroic Bulwark

Beginning at 15th level, if you are wielding a shield, friendly creatures within 10 feet count as wielding your shield for AC purposes when being targeted by a melee attack. You must be conscious to grant this bonus.

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

Shields of the Exalted

At 20th level, if you are wielding a shield, as an action, you can summon divine protection for you and others, surrounding yourself with shimmering shields. For 1 minute, you gain the following benefits:

You gain a bonus to your AC equal to your Charisma modifier (with a minimum bonus of +1).

All friendly creatures within 30 feet gain a bonus to their AC equal to your Charisma modifier (with a minimum bonus of +1), and has resistance to all damage. Also, each time they take damage, you take the same damage, minus your Charisma modifier.

The shields shine bright light in a 30-foot radius, and shine dim light 30 feet beyond that.

Fiends and undead have disadvantage on all attacks when within 30 feet of a shield.

This has no effect on friendly creatures targeted by the warding bond spell. 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.

Author: EnFullMann

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