Oath of the Rose Knight (Homebrew)
Hit Points
Hit Dice: d4 per Oath of the Rose Knight (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Paladins of this oath are the epitome of chivalry, respect and courtly love, believing that by acting as an example above reproach they can influence others to rise to their potential. They act with honor and dignity and defend those who need or ask for it.
Tenets of the Rose Knights.
Defend Honor. Act with honor and defend the honor of those you encounter. Oppose dishonor in all its forms.
Treasure Beauty. Rare and valuable are the beauty of things. Always seek the greatest enjoyment from the pleasures in life.
Harbor Love. Love is precious. Seek it, support it, protect it, and nurture it wherever you find it.
Oppose Ugliness. Beauty is skin deep, but ugliness penetrates the soul. Seek out and defy ugly souls— those who are evil, cruel or destructive.
Level |
Spells |
3rd |
charm person, compelled duel |
5th |
enthrall, suggestion |
9th |
blinding smite, incite affection |
13th |
compulsion, lovelost |
17th |
banishing smite, heartbreak |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Abjure the Vile. As an action, you present your holy symbol and utter divine words that pain fiends and the undead. Any fiend or undead within 30 feet that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move the creature can use the Dodge action.
Beacon of Honor. As an action, you brandish your holy symbol and call forth a resounding challenge, inspiring all allies within 30 feet that can see or hear you. An affected creature gains a d6 that it can add to an attack roll, saving throw, or ability check within the next minute. The die may be used after the d20 roll is made but before the result is known, and once used, the effect ends for that creature.
Aura of Fascination
Starting at 7th level, you and friendly creatures within 10 feet gain advantage on saving throws against spells and features that confer the charmed condition from any source other than a paladin or cleric who worships Sune. Creatures within 10 feet of you are more susceptible to your charms however and suffer disadvantage against your spells and features that confer the charmed condition. At 18th level, the range of this aura increases to 30 feet.
Magnificence
Starting at 15th level, you become a truly impressive individual, admired by your allies and respected by your rivals. You gain advantage on all Charisma (Persuasion) and Charisma (Intimidation) ability checks and on saving throws against spells of the enchantment school.
Beguiling Vision
At 20th level, you can assume the form of an Avatar of Passion, projecting an aura of unearthly beauty and grace. Using your action, you undergo a transformation. For 1 minute or until you use a bonus action to end the effect, you gain the following benefits:
All creatures of your choice that can see you within 60 feet must make a Wisdom saving throw or be charmed by you for the duration.
If a creature is within 20 feet of you, it is subject to your Aura of Fascination and suffers disadvantage on the saving throw. If a charmed creature is harmed by you or any of your allies, the effect ends.
Once you use this feature, you can’t use it again until you finish a long rest.