At 3rd level, a paladin gains the Sacred Oath feature. The Oath of Harmony is another option available to paladins.

Oath of Harmony

For those who swear the Oath of Harmony, music is much more than entertainment or hobby. Music engenders brotherhood and sisterhood, such as in a friendly performance or a village dance. War songs turn strangers into comrades and can coordinate a battle, even energize the weary. Hymns sing praise to deity and divinity, and can offer healing, even atonement, for those who are downtrodden in spirit. Paladins who vow to promote such noble aims by making the Oath of Harmony are sometimes called knight-minstrels, balladeers, or songswords. Often disciples of divine patrons of art and music, these paladins use their songs to cheer, lead, protect, preach, bless, and heal. Whether as humble members of religious choruses or as bold, itinerant soloists, bearers of the Oath of Harmony will virtually always rehearse zealously, perform beautifully, and strive to harmonize with those around them.

Tenets of Harmony Like an old classic with different arrangements, while the exact strictures of a paladin's Oath of Harmony may subtly vary, its mandates can still be summarized as follows. Create Beautifully. Be it lyrics, melody, rhythm, or beat, may your life and song be a thing of beauty and light. Ennoble and encourage the hearts of those who will hear you. Harmonize Sincerely. Music brings people together. Strive to be a unifying note in the major chord of your company, rather than a dissonant tone. Perform Wholeheartedly. Your audience and allies deserve your best. Hold yourself to a high standard, and strive to deliver. Live Confidently. You have a duty to uplift those around you. Your smile will help those who see you find the strength to smile along with you, even in troubled times.

Oath Spells You gain oath spells at the paladin levels listed. Oath of Harmony Spells Paladin Level Spells 3rd bless, *sudden solo 5th enthrall, shatter 9th beacon of hope, wind wall 13th *aria of ascent, *instant amphitheater 17th *beseech muse, greater restoration

Channel Divinity Beginning at 3rd level, you gain the following two Channel Divinity options. Battle Hymn. Using your Channel Divinity as an action, you chant or sing an inspiring battle hymn that reverberates with your allies' heroics. For 1 minute, you and friendly creatures within 20 feet of you can add an extra amount of thunder damage equal to your Charisma modifier (minimum of +1) to the damage roll of a successful melee attack once per turn. If you fall unconscious, this effect ends. Rallentando. Changing the pace of battle is as easy as changing your tune. As an action, you can use your Channel Divinity to begin a downtempo psalm. For 1 minute, or until your concentration ends (as if you were concentrating on a spell), a hostile creature must expend an extra foot of movement for each foot it moves while within 15 feet of you. Creatures that can't be charmed are immune to this effect.

Symphony of War Starting at 7th level, the rhythm created by your artful strikes is music to the ears. You and your equipment aren't affected by magical silence unless you choose to be, and whenever you use your Divine Smite feature, friendly creatures that can hear you and are within 10 feet of you gain a number of temporary hit points equal to twice the level of the spell slot expended. At 18th level, the range of this effect increases to 30 feet.

Practice Makes Perfect At 15th level, you've learned how to turn mistakes into unplanned rehearsals. When a friendly creature other than yourself within 60 feet of you who can hear you fails an ability check or misses with an attack roll, you can use your reaction to turn back time with an anomalous melody. The creature rerolls the die, choosing whether to use the original result or the new one, and it adds a bonus equal to your Charisma modifier (minimum of +1) to the roll, possibly changing the failure to

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