🦸‍♀️(Legacy) 5e - Oath of Glory🦸‍♀️

Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls.

TENETS OF GLORY

The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.
Actions over Words: Strive to be known by glorious deeds, not words.
Challenges Are but Tests: Face hardships with courage, and encourage your allies to face them with you.
Hone the Body: Like raw stone, your body must be worked so its potential can be realized.
Discipline the Soul: You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.

Level 3: Oath Spells

You gain oath spells at the paladin levels listed below. You always have these spells prepared and they don’t count against the maximum number of spells you can prepare each day.

3rd level: ☄️Guiding Bolt, ☄️Heroism

5th level: ☄️Enhance Ability, ☄️Magic Weapon

9th level: ☄️Haste, ☄️Protection from Energy

13th level: ☄️Compulsion, ☄️Freedom of Movement

17th level: ☄️Legend Lore, ☄️Regal Presence

Level 3: Inspiring Smite

Immediately after you deal damage to a creature with any of your Paladin’s Smites, you can expend one use of your Channel Divinity and distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points equals 2d8 + your Paladin level, divided among the chosen creatures however you like.

Level 3: Peerless Athlete

As a Bonus Action, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have ADV on Acrobatics and Athletics checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your 💃long and high jumps increases by 10 feet (this extra distance costs movement as normal).

Level 6: Aura of Alacrity

You constantly emanate an unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the ☠️Incapacitated condition.

Your Speed increases by 10 feet. In addition, whenever an ally enters your Aura for the first time on a turn or starts their turn there, the ally’s Speed increases by 10 feet until the end of their next turn.

Level 9: Iron Will

You have honed your mind to resist any effects that would restrict your agency or obscure your judgment. You are immune to the ☠️Charmed condition.

Level 13: Glorious Defense

You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your Reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss.

The bonus equals your CHA modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this Reaction, provided the attacker is within your weapon’s range.

You can use this feature a number of times equal to your CHA modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 17: Living Legend

You can empower yourself with the legends-whether true or exaggerated—of your great deeds. As a Bonus Action, you can magically become gain the following benefits for 1 minute:

Charismatic: You are blessed with an otherworldly presence, gaining ADV on all Charisma checks.

Saving Throw Reroll: If you fail a Save, you can use your Reaction to reroll it. You must use this new roll.

Unerring Strike: Once on each of your turns when you make an attack roll with a weapon and miss, you can cause that attack to hit instead.

Once you use this feature, you can’t use it again until you finish a long rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).