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.
3rd - Enhance Ability, Guiding Bolt
5th - Kinetic Jaunt, Magic Weapon
9th - Haste, Protection from Energy
13th - Compulsion, Freedom of Movement
17th - Commune, Flame Strike
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 to heal a creature within 30 feet of you. The healing equals 2d8 plus an additional 2d8 per slot level above 1st used for the triggering smite.
You emanate an aura that fills you and your companions with determination. Whenever you hit an attack, you and creatures of your choice within 10 feet of you gain temporary hit points equal to your Charisma modifier (minimum 1).
At 18th level, the range of this aura increases to 30 feet.
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.
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:
You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
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.