Paladins of divine right heed well the lessons of emperors past, and understand the value of leading well and fostering loyalty in order to bring out the best in their subjects. As born commanders, they direct the flow of the battlefield, and understand that even conditions which initially seem favourable to their enemies can just as easily be turned to their own advantage.

Ruler. Conqueror. Dictator. These terms have been applied in equal measure to leaders throughout the ages, and often with good reason. The Oath of the Emperor is not one voluntarily taken by a paladin, but rather bestowed on them; a sign from the heavens—so they believe—of their divine right to rule. To the emperor, leadership is everything. A good emperor recognises the potential of their subjects and wields them effectively, bringing about prosperity directly through them—be it as tools of agriculture and trade, or as weapons of war. A doomed emperor oppresses the weak and punishes dissent, inadvertently fanning the flames of rebellion.

Tenets of the Emperor

The tenets of the Oath of the Emperor are not set in stone: rather, they are the basis of an ideology, a mindset that holds equally true for both the greatest and most terrible leaders throughout history. Paladins who uphold any number of these tenets see themselves as natural-born rulers; the kings of gods and men alike who will lead the world into a new age of their design—whatever form it may take.

Divine Rule. The gods themselves have ordained that I rule the kingdoms of man. Those who deny my right deny the gods, and are my sworn enemies.

Shepherd the Flock. The masses are nothing without a leader fit to guide them. Only the worthy can lead the weak—and through my divine leadership, the weak will, in time, become the worthy.

Foster the Strong. A true ruler can change the outcome of battle with their presence alone. I inspire the best in my allies, and wield their strength as my own.

Everything by Design. The battlefield is the emperor's domain; a realm which bends to my will, my vision, my every command. Even that which momentarily benefits my foes is ultimately for the even greater benefit of my allies.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Emperor Spells

Paladin Level Spells 3rd command, guiding bolt 5th aid, enhance ability 9th beacon of hope, crusader's mantle 13th dominate beast, sickening radiance 17th dawn, dominate person

Channel Divinity

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

Sonnenblume. You can use your Channel Divinity to shift the flow of battle. As a reaction at the top of the round, you can reverse the direction of initiative for the entirety of a single round, sorted by lowest initiative score first.

Blinding Light. You can use your Channel Divinity to unleash your inner holy radiance. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Charisma saving throw. On a failed save, a creature becomes blinded for 1 minute.

The blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

The Season's Change

By 7th level, you have come to understand the natural world's renewal and decay, and know how to bend these once-indomitable forces to your divine will. Pick two of four options: Aura of Spring, Aura of Summer, Aura of Autumn, and Aura of Winter, each of which are detailed below. You can activate or deactivate the effects of these auras during your turn without expending an action or bonus action, and can have both active at once.

Aura of Spring. You constantly emanate a renewing aura while you're not incapacitated. This aura extends 10 feet from you in every direction, but not through total cover.

All creatures standing within the aura at the top of the round (both allies and enemies) regain 1d6 hit points. This healing increases to 1d8 at 10th level and 1d10 at 15th level. At 18th level, the range of this aura increases to 30 feet.

Aura of Summer. You constantly emanate a spirited aura while you're not incapacitated. This aura extends 10 feet from you in every direction, but not through total cover.

All creatures standing within the aura (both allies and enemies) gain advantage on Intelligence, Wisdom and Charisma saving throws against magic. At 18th level, the range of this aura increases to 30 feet.

Aura of Autumn. You constantly emanate a enervating aura while you're not incapacitated. This aura extends 10 feet from you in every direction, but not through total cover. You can activate or deactivate the effects of this aura without expending an action or bonus action.

All creatures standing within the aura at the top of the round (both allies and enemies) suffer 1d6 necrotic damage. This damage increases to 1d8 at 10th level and 1d10 at 15th level. At 18th level, the range of this aura increases to 30 feet.

Aura of Winter. You constantly emanate a chilling aura while you're not incapacitated. This aura extends 10 feet from you in every direction, but not through total cover.

All creatures standing within the aura (both allies and enemies) suffer disadvantage on Intelligence, Wisdom and Charisma saving throws against magic. At 18th level, the range of this aura increases to 30 feet.

Dawn of Odyssey

Starting at 15th level, you can reinvigorate the fighting spirit of the entire battlefield. As an action, you let forth a burst of empowering radiance, lowering the attack roll required to land a critical hit by 1 for all creatures within 300 feet (both allies and enemies) until the start of your next turn.

You can use this feature a number of times equal to half your Charisma modifier (rounded down, minimum of 1). You regain expended uses when you finish a long rest.

Overlord

At 20th level, your words alone can alter the entire outcome of battle. As a bonus action, you can command a number of nonhostile creatures up to your Charisma modifier (minimum of 1) within 300 feet to strike, allowing them, that turn only, to use their reaction to immediately take the Attack action.

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