United
The Oath sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order's ranks.
Tenets of the United
The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.
Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.
Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
United and Free
When allies are within 20 ft. of you that you select on an action or claim as your ally, they gain a +5 walking speed and you may cast spells that do not do damage or heal on a bonus action.
Allies and creatures with the effect retain the effect until they begin a turn outside of the 20 ft.
Oath Spells
3rd level - Command, Guiding Hand
5th level - Warding bond, zone of truth
9th level - Aura of vitality, spirit guardians
13th level - Banishment, guardian of faith
17th level - Circle of power, Geas
Divine Allegiance
Starting at 6th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.
Unyielding Spirit
Starting at 7th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.
Enduring Unity
At 17th level, the bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other.
Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:
The creature has advantage on attack rolls, ability checks, and saving throws
The creature gains resistance to all damage
As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.
Exalted Champion
At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Your allies have advantage on death saving throws while within 30 feet of you.
You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.