Oath of Glory
A Paladin devoted to heroic deeds, athletic prowess, and inspiring companions.
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.
Oath Spells
3rd-level Oath of Glory feature
You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.
Oath Of Glory Spells
Paladin Level Spells 3rd guiding bolt, heroism 5th enhance ability, magic weapon 9th haste, protection from energy 1 3th compulsion.freedom of movement 17th commune, flame strike
Channel Divinity
3rd-level Oath of Glory feature
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) 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). Inspiring Smite.
Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.
Aura Of Alacrity
7th- and 18th-level Oath of Glory feature You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn. When you reach 18th level in this class, the range of the aura increases to 10 feet.
Glorious Defense
15th-level Oath of Glory feature
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 Charisma 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 Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Living Legend
20th-level Oath of Glory feature
You can empower yourself with the legends-whether true or exaggerated-of your great deeds. As a bonus action, you gain the following benefits for 1 minute:
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You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
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Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
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If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Background
Remarkable individuals from all walks of life seek their destinies among the lands of Theros, from devout servants of the gods, to triumph-hungry athletes. While the heroes of Theros might come from any of the backgrounds presented in the Player's Handbook, the gods have a way of interceding in the lives of those meant for greatness. When determining your character's backstory, consider how the gods have influenced your life. The gods are pervasive in the stories and cultures of Theros, and even their devout followers shouldn't feel bound to choose a faith-focused background like acolyte.
The gods' followers come from all walks of life, and any heroic soul might find themselves thrust into the midst of divine schemes. Whether or not your character is exceptionally devout, consider reviewing the deities presented in chapter 2 and see if you gravitate toward one. Perhaps this god has a special interest in you, is the deity your family has hailed as a patron for generations, or embodies values you hold close.
Based on this, consider that chapter's possibilities for how you might have earned that immortal's favor (if indeed you have) and alternate background ideals related to their worship-along with other boons that might entice you into their service. Your character doesn't need to be a follower of any of the gods, but if you're not, there's likely a reason why you've avoided them. In addition to the gods, the supernatural gifts presented earlier in this chapter might influence your background. Consider what story emerges from your combination of supernatural gift, background, and other choices.
Beyond these options, the athlete background presented here provides a new way to seek glory through discipline and physical prowess.
My Th So Ft Hei Ro An Games
Competitors seeking a place among the athletes of legend endlessly push themselves to claim victory during Akros's world-renowned annual contest, the I roan Games. The deeds of past victors set a high bar for those who follow. I n recent memory, the famed wrestler Lanathos bested all rivals and, after a day-long struggle, a wild Akroan bull. When the pankratiast Nymosyne had her contest interrupted by a cyclops attack, she threw her rival at the creature, then snapped the brute's neck with her bare hands. Perhaps most dramatically, though, was the recent victory of the Akroan hunter Arissa.
While waiting to claim her sec· ond place award, Arissa witnessed a Nyxborn bat·creature snatch an infant from the crowd. The hunter threw her javelin an i m possible distance, skewered the bat-thing, then caught the child as it fell. Collectively, the other assembled competitors gave Arissa their awards, and the hunter claimed her citizenship among the Akroan lektoi. Who knows what legends will unfold during next year's l roan Games?