Oath to the Crown
The Oath to the Crown is sworn to a sovereign — a king, a queen, a ruling council — and through that sovereign, to the laws and civilization they represent. These paladins believe that a nation is its greatest achievement, that law is the highest virtue, and that loyalty to rightful authority is what separates civilization from chaos.
Paladins of the Crown are found in the service of kings and empresses, guarding courtrooms and standing watch at city gates. They are not blind followers of any individual, however; their loyalty is to lawful institutions and the bonds of society, even when the monarch who embodies those institutions has grown corrupt.
Oath to the Crown Table:
| Level | Subclass Features Gained |
|---|---|
| 3rd | Oath Spells, Channel Divinity |
| 7th | Divine Allegiance |
| 15th | Unyielding Saint |
| 20th | Exalted Champion |
Tenets of the Crown
Law. The law is paramount. It is the mortar that holds the stones of civilization together, and without it, society crumbles.
Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.
Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
Subclass Features
Oath Spells
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | command, compelled duel |
| 5th | warding bond, zone of truth |
| 9th | aura of vitality, spirit guardians |
| 13th | banishment, guardian of faith |
| 17th | circle of power, geas |
Channel Divinity
3rd-level Oath to the Crown feature
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move to a space that is more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die, or if the creature is more than 30 feet away from you.
Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you that has fewer than half its maximum hit points remaining can use its reaction to regain hit points equal to \(1d6\) + your Charisma modifier.
Divine Allegiance
7th-level Oath to the Crown feature
Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for theirs, transferring that damage to yourself. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced or prevented in any way.
Unyielding Saint
15th-level Oath to the Crown feature
Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.
Exalted Champion
20th-level Oath to the Crown feature
At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- Your allies within 30 feet of you have advantage on Wisdom saving throws.
- Your allies within 30 feet of you have advantage on Charisma saving throws.
Once you use this feature, you can't use it again until you finish a long rest.