Oath of the Light

The oath of the Light can trace it's history back to the universe's first peace keepers. Sometimes called Jedi Knights or Force Knights, paladins who swear this oath believe in a force that flows through and binds every living being in the planar system. They strive to fulfill the will of The Force, and fight both in the world and in themselves to limit the effects of the dark side of The Force. Jedi prefer simple clothes over well adorned armor, often choosing to wear a cloak to hide their armor to allow them to blend in with crowds when necessary.

Tenets of The Light The tenets of the Oath of The Light are to help a Jedi resist the dark side of the force. There is no emotion. There is peace. Emotion only clouds your ability to see the will of The Force. Peace must be sought after both in your self and in the world. There is no ignorance. There is knowledge. Ignorance only leads to hate. If you encounter something new, you should seek to understand it. There is no passion. There is serenity. Acting due to passion is the path to the dark side. Only act when it is right and wise to do so, and do not allow yourself to be goaded into making mistakes. There is no death. There is The Force. When you act do not act in fear of death. Death is only the word given to becoming one with The Force.

Oath Spells Paladin Level Oath Spells You gain oath spells at the paladin levels listed: 3rd animal friendship, charm person 5th levitate, suggestion 9th beacon of hope, slow 13th divination, dominate beast 17th modify memory, telekinesis

Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Force Ghost. Through 1 minute of meditation you can commune with the spirits of Jedi masters past that are now one with the force. Doing so gives you adv on all Arcana, History, Nature Religion and Insight checks for 1 hour Force Focus Using a bonus action on your turn you focus on the force flowing within you and using it to amplify yourself. For one minute you double your movement and jump distance. In addition your movement doesn't provoke opportunity attacks and you have advantage on athletics checks Variant Rule: Force Speed You allow The Force to flow through you and guide you. This allows you to see attacks coming before they happen, and react to them quickly. While you are not wearing any other armor you have an AC of 10+your dexterity modifier+your charisma modifier. Your DM may allow you to take this feature in addition to your Channel Divinity at level 3

Aura of Precognition Starting at 7th level you have a deep connection with The Force and being around you makes others feel more connected themselves. You emanate an aura of connection to The Force.

The Force connects you and allies within 10 feet of you to the world around you. Anyone in this aura, including you, has a bonus to initiative equal to your charisma modifier and are immune to the surprised condition.

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

Force Agility Starting at 15th level your connection with the force has made you more agile. Your movement speed increases by 10 feet.

Additionally, you can use your reaction when an attack would hit you to add your charisma modifier to your AC until the end of your next turn. You can use this feature a number of times equal to your charisma modifier (minimum of once), regaining any expended uses when you finish a long rest.

Jedi Master At 20th level you can become an avatar of the Living Force for a short time, taking on an appearance you choose, based on the tenets of The Light Side.

Using your action you undergo a transformation. For one minute you gain the following benefits:

You have advantage on all saving throws against magical effects.

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

You can cast any of your oath spells with a casting time of one action as a bonus action on your turn.