A true Oath of Benevolence is rare in the world, for it is both the humblest and noblest of sacred vows. Sworn only by those at their lowest—whether from birth or through reversal of fortune—it is a determination by the paladin to give to others that goodness which has been refused to them. These paladins may starve nigh to death, yet give their last piece of bread to the beggar; may weep from vulgar treatment, yet give polite word and kind remark; may long for all that is lost from their life, yet give everything to soothe another in pain.
Called lightbearers and dreamknights, bearers of the Oath of Benevolence find comfort in hope and purpose in love, acting as friends to all living things: outcast, royal, beast, and mortal alike. Many are storytellers, using fairytale and make-believe as a way to escape sorrowful reality, if but for a moment. For these, choosing to take up arms often comes after seeing the painful aftermath of wicked brutality, moving them to become champions of the underserved and forgotten.
Whether they struggle to live or simply once did, all such paladins move among the downtrodden as one among equals and friends, an ally to soothe the pains they know so well.
Tenets of Benevolence
To swear the Oath of Benevolence, a paladin consciously chooses to follow its tenets in spite of—or even because of—those hardships they have experienced.
- Kindness. Everyone deserves a good turn and tender regard. Keep a prayer in your heart even for the wicked.
- Grace. Be stronger than the pain that surrounds you. A soft answer may not turn away wrath, but it is strength to you and inspiration to friends. You can't be torn or broken.
- Dignity. Love of others includes respect for self. Always be certain of your own worth and value as a person.
- Hope. The worst never really comes. Even if it does, believe and persevere. This shall pass, and you shall live.
Oath of Benevolence Spells | |
---|---|
Paladin Level | Spells |
3rd | Animal Friendship, Shield of Faith |
5th | Enhance Ability, Lesser Restoration |
9th | Phantom Parlor*, Protection from Energy |
13th | Empathy Link*, Stoneskin |
17th | Dawn, Greater Restoration |
Channel Divinity: A Moment's Rest
You can use your Channel Divinity over the course of 1 minute to provide comfort and respite to those around you through kind ministration and uplifting words or stories. Each conscious creature of your choice within 30 feet of you can regain hit points by spending one hit die, and a creature that does so gains temporary hit points equal to your Charisma modifier (minimum 1).
Channel Divinity: Honor in Silence
You can use your Channel Divinity as an action to resolve to never give answer to cruelty, and your dignified silence is a rebuke to foes. For 1 minute, you shed dim light for 5 feet, and no effect can force you to speak.
When a hostile creature damages you during this time, it takes radiant damage equal to your Charisma modifier (minimum 1). You can choose to end this effect on your turn (no action required), and it ends early if you fall unconscious.
Aura of Benevolence
Starting at 7th level, you and your companions are able to find
hope in solidarity to overcome even the darkest trials. While
you or at least one friendly creature within 10 feet of you is
conscious, you and friendly creatures within 10 feet of you can
choose to become stable when making a death saving throw.
At 18th level, the range of this aura increases to 30 feet.
Tireless Spirit
By 15th level, you can persevere beyond mortal limits. You're immune to the effects of exhaustion, except death. Magic can't force you to sleep or reduce your movement speed.
Inner Majesty
Starting at 20th level, you can use an action to manifest visibly the regal spirit you've always borne within, adopting a mantle of benevolence and brilliant radiance. You gain the following benefits for 1 minute:
- You shed bright light for 15 feet and dim light 15 feet beyond that. This light is sunlight.
- When you use your Divine Smite feature, you deal an extra 1d8 radiant damage to the target.
- You emanate an aura of majesty in a 30-foot radius. When a hostile creature starts its turn in the aura or enters it for the first time on a turn, it must succeed on a Wisdom saving throw against your paladin spell save DC or be charmed by you until the start of its next turn or until you do anything harmful to it.
- Alternatively, you can cast the heroes' feast spell once without requiring a spell slot or any material components.
Once you use this feature, you can't use it again until you finish a long rest.