Oath of Silver
Hit Points
Hit Dice: d10 per Oath of Silver level
Hit Points at first Level: See Paladin
Hit Points at Higher Levels: See Paladin
Overview & Creation
"In the Light, we gather to empower our Guild. In its grace, we will be made anew. In its power, we shall educate the masses. In its strength, we shall combat any foe. And, in its wisdom, we shall lead our brethren to an eternal reward of paradise.
I do not fear any challenge. Even in the darkest hour, my spirit won't break the oath. Let the Order be a shield for the weak and a spear against the wicked. Let me be one to wield both.
I do not fear evil. No matter how strong the challenge may be, my spirit won't falter. Let the just not surrender, as a triumph of a villain is temporary. Let me be a bulwark alongside them.
I do not fear death. Though my body will die, my spirit will live on. Let it serve as a beacon of light against the darkness. Let me be one to bring hope to a land wrought with despair."
Subclass Options
The Oath of Silver is an oath of protection. To take up this oath is no small feat, when a paladin swears this oath they cast their lot with the side of light in the cosmic struggle against darkness because they wish to protect someone or something in its entirety.
Tenets of Silver
The tenets of the Oath of Silver have their roots in the Argenti code, Bravery, Effort, and Honor over birth. The guild's honor over yours. The blood of the runt is the blood of a king. Give a thousand for nothing.
This oath emphasizes the principles of
- Beacon of Hope: Through your acts of mercy, kindness, and forgiveness, kindle the hope of the world, beating back despair.
- Discipline: You are a shield for the weak and wretched masses, be a living bulwark.
- 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.
Oath Spells
Level |
Spells |
3rd |
Sanctuary, Shield |
5th |
Aid, Calm Emotions |
9th |
Beacon of Hope, Elemental Weapon |
13th |
Death Ward, Otiluke’s Resilient Sphere |
17th |
Circle of Power, Wall of Force |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Protector's Will: You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
- Turn the Tide: As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1). This ability goes to 2d6 at 7th level, 3d6 at 15th level, and 4d6 at 20th level.
Aura of Resolve
Starting at 7th level, you and friendly creatures within 10 feet of you can't be feared while you are conscious, if an ally who is feared enters your aura the fear is suppressed while they remain there and make subsequent saves against fear with advantage. At 18th level, the range of this aura increases to 30 feet.
Undying Sentinel
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.
Living Bulwark
- 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.
Once you use this feature, you can't use it again until you finish a long rest.