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  1. Oath of Myth Drannor
  2.  
  3. My Heart Forever Yearns for the Ideal City
  4.  
  5. The City of Song lies in ruin, its towers long fallen to dust. Yet among those who remember its tale—whether through history, legend, or personal memory—the spirit of Myth Drannor endures. It was once a place where all goodly folk, regardless of race or origin, could live together in harmony beneath the same sky.
  6.  
  7. Paladins who swear the Oath of Myth Drannor dedicate themselves to preserving that ideal and carrying it into the wider world. Wherever the opportunity arises, they strive to nurture communities built upon cooperation, justice, and goodwill—places where the dream of the City of Song may live again. They know such a vision may never be fully realized, yet they refuse to abandon it. Instead, they face the world as it is, working patiently and pragmatically to make it better, step by step.
  8.  
  9. These paladins hold fast to a clear sense of good and evil, a belief in fairness and equality, and a resolute will to defend the innocent while confronting wickedness wherever it appears. Above all, they carry within their hearts the memory—and the hope—of the City of Song.
  10.  
  11. In battle, paladins of this oath often draw inspiration from elven traditions. They study ways of weaving martial skill and magic into a single flowing style. Though this approach bears some resemblance to the art of the bladesingers, its power ultimately flows from divine grace. The Seldarine—the gods of the elves—look kindly upon those who keep alive the ideal of Myth Drannor, and many grant their blessings freely to such champions, regardless of the specific faith the paladin follows.
  12.  
  13. Beyond the world of Toril and the lands of Faerûn, there are also paladins who have heard the tale of Myth Drannor and been deeply moved by its promise. For them, the City of Song may be nothing more than a legend—but that legend is enough. They swear the same oath, pursue the same dream, and are likewise touched by the blessing of the elven gods as they seek to bring that vision into their own worlds.
  14.  
  15. Tenets of Myth Drannor
  16.  
  17. Though the precise words of the oath vary, paladins who swear the Oath of Myth Drannor uphold these ideals:
  18.  
  19. Walk the Ground of Reality.
  20. The world may be flawed, but it can always be changed. Stand firmly in the world as it is, and seek practical ways to make it better—step by step.
  21.  
  22. Perfect Your Craft.
  23. Ideals alone cannot change the world. Hone your martial skill, strengthen your faith, and refine every talent you possess—including diplomacy and persuasion. Only through tireless effort can you gain the strength to shape the future.
  24.  
  25. Defend Justice.
  26. The City of Song was never meant for one race alone. It was a place where all goodly folk might belong. Work to bring fairness and equality wherever you go. Stand against cruelty and injustice, whether by guiding the wicked toward redemption or by drawing your blade when no other path remains.
  27.  
  28. Hold Fast to the Dream.
  29. You may never see the ideal city realized in your lifetime—but the dream must never fade. Let every deed you perform bring the world one step closer to that shining vision: a City of Song where all goodly lives may stand as equals.
  30.  
  31. Level 3: Oath of Myth Drannor Spells
  32.  
  33. The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Myth Drannor Spells table, you thereafter always have the listed spells prepared.
  34.  
  35. Oath of Myth Drannor Spells
  36.  
  37. Paladin Level Spells
  38. 3 Guiding Bolt Zephyr Strike
  39. 5 Calm Emotions Misty Step
  40. 9 Counterspell Haste
  41. 13 Freedom of Movement Ice Storm
  42. 17 Hallow Steel Wind Strike
  43.  
  44. Level 3: Mythal Circle Magic
  45.  
  46. You can use your Channel Divinity to invoke the lingering magic of a mythal.
  47.  
  48. When you cast a spell that has a casting time of 1 action or longer and expend a spell slot to cast it, or when you participate as a secondary caster in Circle Magic, you can expend one use of your Channel Divinity.
  49.  
  50. When you do so, the spell is treated as though one additional secondary caster were contributing to the circle. That additional caster completes the casting at the same time you complete the spell.
  51.  
  52. You can’t use the Distribute option of Circle Magic as part of this feature.
  53.  
  54. If the Circle Magic effect requires secondary casters to expend spell slots, you must expend the required spell slots. A spell slot expended in this way does not count against the number of spell slots you expend to cast spells during your turn.
  55.  
  56. Alternative Use.
  57. If your campaign doesn’t use Circle Magic, you can instead expend a use of your Channel Divinity when you cast a spell with a casting time of 1 action or longer and expend a spell slot. When you do so, apply one of the following Metamagic options to the spell: Careful Spell, Distant Spell, and Extended Spell.
  58.  
  59.  
  60. Level 3: Champion’s Song
  61.  
  62. When you take the Attack action, you can expend one use of your Channel Divinity to invoke the martial harmony of Myth Drannor.
  63.  
  64. For 1 minute, your weapon attacks and Unarmed Strikes score a critical hit on a roll of 19 or 20 on the d20.
  65.  
  66. In addition, when you hit with a weapon attack or Unarmed Strike, you can choose for the attack to deal Radiant damage instead of its normal damage type.
  67.  
  68. This effect ends early if you have the Incapacitated condition. You can dismiss this effect at any time (no action required).
  69.  
  70. While this feature is active, a faint solo melody of the Song of Myth Drannor can be heard within 5 feet of you.
  71.  
  72.  
  73. Level 3: Path of the Practitioner
  74.  
  75. You gain proficiency in one of the following skills of your choice: Insights, History, Performance, or Persuasion.
  76.  
  77.  
  78. Level 7: Aura of Chorus
  79.  
  80. While your Champion’s Song is active, your Aura of Protection gains additional benefits.
  81.  
  82. You can enable or disable each of the following effects at the start of your turn (no action required):
  83.  
  84. Chorus of the City of Song.
  85. A loud chorus of the Song of Myth Drannor fills your aura. Any Silence created by a spell of level equal or lower than your PB, and overlapping your aura, is suppressed while within the aura.
  86.  
  87. Light of the Myth Drannor.
  88. Your aura shines with radiant light. The area within your aura is Bright Light, and an additional distance equal to your aura’s radius beyond it is Dim Light.
  89.  
  90. In addition, any Darkness created by a spell of level equal or lower than your PB, and overlapping your aura, is suppressed while within the aura.
  91.  
  92.  
  93. Level 15: Battle Magic
  94.  
  95. Years of blending divine magic with martial skill grant you the following benefits.
  96.  
  97. Radiant Precision.
  98. Once per turn, when you hit a creature with an attack that deals Radiant damage, you can cause the attack to deal additional Radiant damage equal to your Charisma modifier (minimum of 1).
  99.  
  100. If the attack is a ranged weapon attack, it also deals an additional 2d6 Radiant damage.
  101.  
  102. War Magic.
  103. After you cast a spell with a casting time of 1 action, or after you use Abjure Foes, you can make one weapon attack or Unarmed Strike as a Bonus Action.
  104.  
  105.  
  106. Level 20: Ideal of Myth Drannor
  107.  
  108. You embody the ideal of the City of Song.
  109.  
  110. Once per long rest, you can cast Wish without expending a spell slot.
  111.  
  112. In addition, when you cast Hallow, the consecrated area is treated as if it were supported by a mythal.
  113.  
  114. Beyond the effects listed in the spell’s description, if you cast Hallow by replicating it with Wish, you can choose from effects that have existed within a mythal of Toril.
  115.  
  116. If the effect you attempt to create has never existed within a mythal, the spell is treated as casting Wish for a non-spell effect, subject to the normal risks of that use, and the DM may determine whether the effect succeeds.
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