Oath of the Crown
The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.
Tenets of the Crown
The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.
Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.
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 Magic
At 3rd level, you gain the following spells. They do not count against your spells prepared, and count as paladin spells for you. You only gain the spells when you have spell slots for them. The spells are listed by their spell level.
1st Level: Command, Compelled Duel
2nd Level: Warding Bond, Zone of Truth
3rd Level: Aura of Vitality, Spirit Guardians
4th Level: Banishment, Guardian of Faith
5th Level: Circle of Power, Geas
Channel Divinity
When you take this oath at 3rd level, you gain the following two channel divinity options.
Champion Challenge. As a bonus action, you issue a challenge that compels another creature to do battle with you. You choose a creature within 30 feet of you that you can see. If the creature tries to move away from you, the movement cost is doubled for them. If the creature uses teleportation or some other way around this effect, they suffer psychic damage equal to half your paladin level. The effect ends after 3 rounds, if you are incapacitated or die, or if the creature is more than 60 feet away from you.
Turn the Tide. As a bonus action, you can bolster injured creatures with your channel divinity. Each creature of your choice within 30 feet of you regains hit points equal to 1d6 + your charisma modifier.
Divine Allegiance
Starting at 7th level, whenever a creature within range of your aura takes damage, you can use your reaction to take the damage instead. This damage cannot be reduced or prevented in any way.
Unyielding Saint
At 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned. In addition, if you fail the save anyways, you can use a charge of your channel divinity feature to succeed instead.
Exalted Champion
At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your bonus 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, and treat a 18 and a 19 as a natural 20 for death saves.
You have advantage on all saving throws, and so do allies within your aura.
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, unless you expend a 5th-level spell slot to use it again.