Oath of Humility

Tenets of Humility

The tenets of the Oath of Humility are fairly consistent across practitioners. Paladins who follow these tenets strive to avoid making others feel inferior. If a lowly farmer toils near, they offer help. If the paladin sees a merchant taken advantage of, they will sacrifice their own wealth to ease the pain. With little respect for arbitrary establishment, they tend towards neutral and good alignments.

Acquiescence. Minor slights do not trouble me. I don't always have to get what I want.

Reverence. Many struggle more than I. These people deserve my respect more than any other.

Modesty. Filigree and ornamentation are nice but unnecessary. I do not wish to announce my presence.

Reservedness. Judgment is often not mine to pass. I will try to listen and understand first.

Oath Spells

Oath of Humility Spells

Paladin Level Spells 3rd sanctuary, shield 5th enhance ability, warding bond 9th leomund's tiny hut, nondetection 13th death ward, freedom of movement 17th commune, legend lore

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Humble Weaponry. As an action, you can imbue one simple-weapon that you are holding with energy, using your Channel Divinity. For 1 minute, that weapons becomes a martial weapon of a similar type (DM's discretion) and is considered a +2 magical weapon. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.

Bolster the Meek. As a bonus action, you can utter a word of power towards a creature you can see within 10 feet of you, using your Channel Divinity. That creature gains advantage on their next ability check, attack roll, or saving throw.

Unarmored Defense

At 7th level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Aura of Humility

Beginning at 7th level, creatures you choose within 10 feet of you are compelled to drop their weapons. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Charisma saving throw. On a failed save, the creature uses is action to stow or drop the weapons they are wielding. If a creature is incapable of doing so they automatically succeed the saving throw. On a success, a creature is immune to the aura for the next 24 hours.

Bond of Deference

Beginning at 15th level, you may bond yourself to a creature of your choice with a touch. While bonded this way, you both gain temporary hit points equal to your Charisma modifier at the beginning of each round and both creatures may use their reactions to move up to their speed towards each other as part of any other action.

Additionally, when you make a wisdom check with the bonded creature in sight, you can replace the number you roll with a 20.

You can end this effect on your turn as part of any other action. If you are not within 60 feet of each other, or if you fall unconscious, this effect ends. Once you use this feature you cannot use it again until you finish a long rest.

Pacify the Ego

At 20th level, as an action, you become an aegis of resolution. For 1 minute, friendly creatures within 20 feet of you become immune to damage. Any damage they would receive is instead dealt to you.

In addition, creatures of your choice are affected by the calm emotions spell.

Once you've used this feature, you cannot use it again until you finish a long rest.