TEXT:  
  A PALADIN OATH FOR THE  
  TACTICAL TEAM PLAYER  
   
  
   
  CREDITS 
  Writing & Game Design: Micah Muldowney 
  Layout & Graphic Design: Micah Muldowney 
  Art / Illustrations: Used under public domain and 
  Creative Commons  
   
   
   
   
   
   
   
   
  CONTENTS  
  TENETS OF ENTENTE……....……....……………… 1 
  PALADIN SPELLS………….....….………….............. 1 
  CHANNEL DIVINITY: TACTICAL MIND…........... 1 
  SOW CONFUSION……………..……......……............ 2 
  COMMON DEFENSE...………..……......……............ 2 
  DIVINE PLENIPOTENTIARY………......……............ 2 
   
   
   
   
   
   
   
   
   
   
   
  ON THE COVER 
  A group of Oath of Entente Paladins gather to 
  swap stories, share trade secrets, and plan their 
  next campaign. 
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon 
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  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, 
  CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. This work contains material that is copyright 
  Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters 
  Guild.  
   
  All other original material in this work is copyright 2020 by Micah Muldowney and published under the Community Content Agreement for 
  Dungeon Master’s Guild. 
  
   
   
   
   
   
   
   
   
  A paladin who takes this oath emblazons these 
  tenets on shield or armor for all to see.  
  Stand Together. Or we fall alone. Lone victory 
  is but another form of defeat. 
  Build Together. Coalitions do not come 
  together by themselves. They must be forged 
  carefully and patiently by those who 
  understand their value. 
  Live Together. Live with and in the manner of 
  your allies. A paladin is no better than the 
  people they serve. 
   
  You gain oath spells at the paladin levels listed. 
  Paladin Level 
  Spells 
  3rd 
  Sanctuary, Longstrider 
  5th 
  Enhance Ability, Calm Emotion 
  9th 
  Lesser Restoration, Dispel 
  Magic 
  13th 
  Freedom of Movement, 
  Compulsion 
  17th 
  Dominate Monster, Wall of 
  Force 
   
    
   
   
   
   
   
   
   
   
   
  Entente Paladins use their divine endowments 
  to fuel tactical cooperation among allies. When 
  you take this oath at 3rd level, you may choose 
  two tactical maneuvers from the list that you 
  can use as a channel divinity. You may choose 1 
  more at the 7th and 15th level.  
  Hold the Line: Designate a 60 foot line. It can 
  be any shape, even a circle. For 1 minute, if a 
  hostile creature uses their movement to cross 
  the line, any willing creature you choose may 
  use their reaction to move up to 15 feet and 
  make an attack or other similar action. If the 
  attack is successful, the creature’s speed is 
  reduced to 0 for the rest of their turn. 
  Coordinated March: Willing creatures within 
  30 feet may use their reaction to move up to 
  half their speed in a direction you choose for 1 
  minute. 
  Mount Charge: Willing creatures within 30 feet 
  may use their reaction to move up to their 
  speed in the same direction and take the attack 
  action. If they move 20 feet or more, you may 
  add your wisdom modifier to their damage 
  rolls, and targets must make a DC 11 strength 
  saving roll or fall prone.  
   
   
   
  The Oath of Entente is sworn to stand in solidarity, be it as 
  a community, nation, or even devotion to a deity. The 
  paladins that swear these oaths dedicate their lives to 
  working together with others to accomplish their goals, 
  finding a greater weight of glory in leading a team or 
  federation than in just simply winning the day. In their 
  eyes, lasting victory is born of a new forged sense of 
  cooperation and commonality, not a slain foe. 
  1 
  
   
  Order Barrage: Willing creatures with ranged 
  attacks within 30 feet may use their reaction to 
  simultaneously attack targets of your choice. 
  Attacks can be made up to the maximum range 
  without disadvantage and ignore half and three 
  quarters cover. 
  Wall of Spears: Hostile creatures provoke 
  opportunity attacks from your allies when they 
  attack one of your allies for 2 minute 
  Guerrilla Tactics: Creatures of your choice 
  within 60 feet can take the dodge, disengage, or 
  dash action as a bonus action on their turn for 2 
  minutes. 
  Common Resolve. Ready an action with a 
  trigger. For 5 minutes, if the action is triggered, 
  all willing allies within 30 feet can use their 
  reaction to do the same action.  
   
  Starting at level 7, you learn 2 new tactical 
  maneuvers to use as a channel divinity that sow 
  confusion in enemy ranks from the following 
  list. You learn another 1 at the 17th level.  
  You may use channel divinity twice per short 
  or long rest. 
  Infiltrate: One ally of your choice is wreathed 
  in an aura of unimportance for 1 minute. Other 
  creatures can see the them, but will either 
  ignore them or treat them as the lowest priority 
  in combat or social situations unless they do 
  something to make them think otherwise (i.e. 
  attack, etc.). Because of this disinterest, they 
  don’t provoke opportunity attacks. 
  Sabotage Morale: Your tactics suggest insider 
  information and sow distrust in enemy ranks.  
  For 2 minute, hostile creatures within 60 feet of 
  you have disadvantage on attacks or charisma 
  checks as long as they have an ally within 5 feet 
  of them. 
  Bait Ball: Enemies fear to face you and your 
  allies alone. For 1 minute, enemies within 60 
  feet have disadvantage on attacks, charisma 
  checks, and perception checks unless they have 
  an ally within 5 feet. 
  Chain of Command: Through your 
  maneuvering, creatures hostile to you become 
  convinced that a target creature from among 
  them of your choosing is crucial to your plans. 
  They act to protect that target at all costs, 
  ignoring any commands to the contrary. 
   
  Starting at the 15th level, your tactical acumen 
  helps you anticipate your enemies’ strategies 
  and forestall them. As long as you are within 5 
  feet of an ally, you may use your reaction to 
  create the effect of the shield spell on yourself 
  or them. You may use this ability a number of 
  times equal to your spellcasting modifier per 
  long rest. 
   
  Starting at the 20th level, you become an 
  invincible wizard of strategy. You may channel 
  divinity a number of times equal to your 
  spellcasting modifier at once. Once you use this 
  feature, you can’t use it again until you finish a 
  long rest. 
  2 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Micah Muldowney/Oath of Entente.pdf