Page 135 - D&D - Player's Handbook
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TENETS OF THE CROWN You have resistance to bludgeoning, piercing, and
The tenets of the Oath of the Crown are often set by the slashing damage from nonmagical weapons.
sovereign to which their oath is sworn, but generally em- • Your allies have advantage on death saving throws
phasize the following tenets. while within 30 feet of you.
Law. The law is paramount. It is the mortar that You have advantage on Wisdom saving throws, as do
holds the stones of civilization together, and it must be your allies within 30 feet of you.
respected. This effect ends early if you are incapacitated or die.
Loyalty. Your word is your bond. Without loyalty, Once you use this feature, you can't use it again until
oaths and laws are meaningless. you finish a long rest.
Courage. You must be willing to do what needs to
be done for the sake of order, even in the face of over- RANGERS
whelming odds. If you don't act, then who will?
Responsibility. You must deal with the consequences MO TOLIO HELD OUT HIS ARM, AND THE GREAT OWL
of your actions, and you are responsible for fulfilling
promptly hopped onto it, carefully finding its footing on the
your duties and obligations.
man's heavy leather sleeve.
OATH SPELLS "You have seen the draw?" Montolio asked.
You gain oath spells at the paladin levels listed.
The owl responded with a whoo, then went off into a
complicated series of chattering hoots and whoas. Montolio
OATH OF THE CROWN SPELLS
took it all in, weighing every detail. With the help of his
Paladin Level Spells
3rd command, compelled duel friends, particularly this rather talkative owl, the ranger
5th warding bond, zone of truth had monitored the drow for several days, curious as to why
9th aura of vitality, spirit guardians a dark elf had wandered into the valley. At first, Montolio
13th banishment, guardian of faith
had assumed that the drow was somehow connected to
17th circle of power, geas
Graul, the chief ore of the region, but as time went on, the
ranger began to suspect differently.
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the follow- - R.A. Salvatore, Sojourn
ing Channel Divinity options.
Champion Challenge. You issue a challenge that com- Long have rangers walked the wilds of the Sword Coast
pels other creatures to do battle with you. Each creature and the Savage Frontier. Like druids, their practices
of your choice that you can see within 30 feet of you date back to the earliest days of humanity. And long
must make a Wisdom saving throw. On a failed save, a before humans set foot in the North, elf rangers strode
creature can't willingly move more than 30 feet away through its forests and climbed its mountains. The tra-
from you. This effect ends on the creature if you are in- ditions and outlook of these people are now shared by
capacitated or die or if the creature is moved more than members of many races. In particular, lightfoot halflings
30 feet away from you. frequently hear the call of the wild and become rangers,
Turn the Tide. As a bonus action, you can bolster often acting as guides and protectors of roving halfling
injured creatures with your Channel Divinity. Each bands, and shield dwarves forced to wander far from old
creature of your choice that can hear you within 30 feet clanholds sometimes follow the ranger's path.
of you regains hit points equal to ld6 +your Charisma Not every prospector wandering far hills or trapper
modifier (minimum of 1) if it has no more than half of its hunting through uninhabited lands becomes a ranger.
hit points. True rangers go out into nature and find it holy, and like
paladins, they are touched by something divine. Their
DIVINE ALLEGIANCE
gods and creeds might differ, but rangers share similar
Starting at 7th level, when a creature within 5 feet of
values about the sanctity of nature. While by no means
you takes damage, you can use your reaction to mag-
always aligned with one another, rangers are bound into
ically substitute your own health for that of the target
a loose community of sorts- one that often connects
creature, causing that creature not to take the damage.
with circles of druids.
Instead, you take the damage. This damage to you can't
In the North and throughout much of the Heartlands,
be reduced or prevented in any way.
rangers use special marks to indicate campsites, dan-
gerous areas, evil creatures, foul magic, goblinoid activ-
UNYIELDING SPIRIT
ity, hidden caches of supplies, safe passage, shelter, and
Starting at 15th level, you have advantage on saving
graves or tombs. Many of these symbols were derived
throws to avoid becoming paralyzed or stunned.
from elven lore or borrowed from groups like the Harp-
ers. While by no means a secret language, these trail
EXALTED CHAMPION
marks are often obtuse to non-rangers, and even druids
At 20th level, your presence on the field of battle is an in-
might not understand them.
spiration to those dedicated to your cause. You can use
As a whole, rangers serve to help societies survive and
your action to gain the following benefits for 1 hour:
thrive in the wilderness. Much of the Sword Coast and
CHAPTER 4 I CLASSES

