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Subclass Paladin Oath of Glory
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The Oath of Glory is a Paladin subclass built around inspiring physical excellence and speed. Inspiring Glory at Level 3 lets you spend Channel Oath to distribute Temporary Hit Points among nearby creatures. Peerless Athlete grants Advantage on Athletics and Acrobatics checks and extended jump distance. The Oath of Glory Spells provide battle-support options. Aura of Alacrity at Level 7 increases your Speed by 10 feet and grants allies in range an equal bonus.
| LEVEL | FEATURE |
|---|---|
| 3 | Inspiring Glory, Oath of Glory Spells, Peerless Athlete |
| 7 | Aura of Alacrity |
Inspiring Glory You can expend one use of your Channel Oath and distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points equals 2d8 plus your Paladin level, divided among the chosen creatures however you like.
Oath of Glory Spells The following spells are always prepared and don't count against your prepared spell limit.
Level 3: Guiding Bolt, Heroism
Level 5: Enhance Ability, Magic Weapon
Level 9: Haste, Protection from Energy
Peerless Athlete You have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).
Aura of Alacrity Your Speed increases by 10 feet. Your allies within your aura gain the same speed bonus at the start of their turns.
The Oath of Glory is the mobile and inspiring Paladin. Its theme is physical and martial excellence — speed, athletics, and the ability to inspire those around you.
Inspiring Glory at Level 3 converts a Channel Oath use into frontloaded Temporary Hit Points distributed freely among any creatures within 30 feet. This functions as a pre-combat buff or an emergency turn-start recovery tool. At Level 5, that's 2d8+5 total Temp HP (averaging ~14) split between the party.
Peerless Athlete gives Advantage on all Athletics and Acrobatics checks — covering grappling, climbing, jumping, and any check involving physical feats. The jump extension is a mobility bonus that can cross terrain gaps and reach elevated positions.
The Oath of Glory Spells are particularly strong. Magic Weapon scales any weapon attack into a +1/+2/+3 bonus — stacking with Paladin's already high attack modifier. Haste at Level 9 doubles speed and adds an extra attack action — one of the strongest combat buffs available. Heroism grants temporary HP equal to Charisma modifier every turn while concentrating.
Aura of Alacrity at Level 7 provides a flat speed increase to every ally in range each turn — in practice, this makes the Glory Paladin the fastest melee combatant in the party while also speeding up everyone who stays nearby.