Hyrule: Oathsworn (5e Class)

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Campaign Setting: Hyrule
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Fighter: brute, darknut, spellsword, sword savage, archer, tunic, hatamoto
Oathsworn: champion, conqueror, druidic, knight, forsworn
Opportunist: assassin, garo, mystic, skirmisher, instrumentalist, picaroon, survivor
Hunter: scamp, sellsword, shaman, shifter, slayer, stalker, sylvan
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This class is intended to replace paladin in the Hyrule campaign setting. It can nonetheless be used in a traditional setting without changes.

Oathsworn[edit]

No mere fighter, those known as the Oathsworn are adjudicators and divine warriors who are duty bound to bring justice to the dark corners of Hyrule, though their brands of justice may vary. An Oathsworn may be bound to a cause, people, ideal or desire, and though their power is great, their bond is not easily broken.

Creating an Oathsworn[edit]

2946283-7762575917-urbos.png
Source
Quick Build

You can make an Oathsworn quickly by following these suggestions.

  1. Charisma should be your highest ability score. Your second-highest ability score should be Strength or Constitution.
  2. For your background, choose soldier or acolyte.
  3. For your skills, choose Athletics, Intimidation, and/or Persuasion.

Class Features

As a Oathsworn you gain the following class features.

Hit Points

Hit Dice: 1d10 per Oathsworn level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Oathsworn level after 1st

Proficiencies

Armor: All armor and shields (including heavy shields)
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: You are proficient in your choice of one skill in the following list: Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

If your Intelligence score is or becomes at least 11, you gain proficiency in one more of the listed skills, for a total of two.
If your Intelligence score is or becomes at least 15, you gain proficiency in one more of the listed skills, for a total of three.
If your Intelligence score is or becomes at least 19, you gain proficiency in one more of the listed skills, for a total of four.

In place of gaining proficiency in a skill, you can instead gain proficiency in any one tool or vehicle of your choice.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Oathsworn

Level Proficiency
Bonus
Features Stamina
Points
Magic
Points
Max Spell
Level
1st +2 Divine Sense, Stamina Meter Constitution mod - -
2nd +2 Spellcasting, Oath, Oathsworn Smite +2 Charisma mod 1st
3rd +2 Fighting Style, Oathsworn Health +4 +1 1st
4th +2 Ability Score Improvement +6 +2 1st
5th +3 Extra Attack, Bolster Oath +8 +3 2nd
6th +3 Aura of Protection +10 +4 2nd
7th +3 Oath Feature +12 +5 2nd
8th +3 Ability Score Improvement +14 +6 2nd
9th +4 +16 +7 3rd
10th +4 Aura of Courage +18 +8 3rd
11th +4 Improved Oathsworn Smite +20 +9 3rd
12th +4 Ability Score Improvement +22 +10 3rd
13th +5 +24 +11 4th
14th +5 Purging Touch +26 +12 4th
15th +5 Oath Feature +28 +13 4th
16th +5 Ability Score Improvement +30 +14 4th
17th +6 +32 +15 5th
18th +6 Aura Improvements +34 +16 5th
19th +6 Ability Score Improvement +36 +17 5th
20th +6 Oath Feature +38 +18 5th

Divine Sense[edit]

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the demon lord Vaati, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to your Charisma modifier + 1. When you finish a long rest, you regain all expended uses.

Stamina Meter[edit]

At 1st level, you gain a number of stamina points equal to your Constitution modifier (minimum 0). If your Constitution modifier later increases, so does your number of stamina points. You can expend your stamina points to execute a called shot or empower other class features. Normally all of your stamina points are replenished when you complete a short rest.

At 2nd level and every subsequent level you gain in this class, you gain an additional 2 stamina points.

See Called Shots for a common way to use stamina points

Spellcasting[edit]

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a Sage does.

Preparing and Casting Spells[edit]

The Oathsworn table shows how many magic points you have to cast spells. To cast one of your Oathsworn spells of 1st level or higher, you must expend a number of magic points shown on the table below. You regain all expended magic points when you finish a long rest.

Spell
Level
MP
Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

You prepare the list of spells that are available for you to cast, choosing from a sage spell list spell list, as determined by your Oath. When you do so, choose a number of spells equal to your Charisma modifier + half your Oathsworn level, rounded down (minimum of one spell). The spells must be of a level less than or equal to your Max Spell Level.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Oathsworn spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability[edit]

Charisma is your spellcasting ability for your Oathsworn spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Oathsworn spell you cast and when making an attack roll with one.

Ritual Casting[edit]

You can cast a Oathsworn spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus[edit]

You can use a holy symbol or a druidic focus as a spellcasting focus for your Oathsworn spells.

Oath[edit]

When you reach 2nd level, you swear the oath that grants you your namesake. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 2nd level and again at 7th, 15th, and 20th level.

Champion: A Champion Oathsworn is one who has sworn to inspire others to take up arms to defend what they believe in.
Conqueror: A Conqueror Oathsworn is a paragon of war who lives by victory in battle.
Druidic: A Druidic Oathsworn is one who has vowed to protect the natural world, and battle against forces unatural.
Knight: A Knight Oathsworn is a warrior of a city or kingdom who has taken an oath to fight for their people.

Variant: Forsworn[edit]

Alternatively at 2nd level, or should you violate the tenets of your oath at any time, you become what is known as a Forsworn, also known as an Oathbreaker. A Forsworn is one who has broken their Oath, or abandoned the path to taking their Oath.

Instead of the divine power they would naturally have, their power derives from the darkness that remains where their divine light once resided within them. Forsworn are not inherently evil, but if the circumstances that lead to their broken oath did not corrupt their ideals, the dark power that follows usually will.

Should you choose this path, you gain the Forsworn subclass in place of one of the Oaths above. If you have broken your Oath, you lose all features you gained from your subclass, replacing them with the Forsworn features you would gain at your equivalent level.

Oathsworn Smite[edit]

Starting at 2nd level, you gain the ability to channel the power of your oath into your weapon attacks. When you hit a creature with a melee weapon attack, you can expend a number of magic points to deal additional damage to the target. The maximum number of magic points you can expend on a Smite is equal to the number required to cast a spell at the maximum level avalible to you (For example, a 5th level Oathsworn could expend a maximum of 3 magic points to deal an additonal 3d8 damage). The extra damage is shown on the table below, and the damage type is dependent on your Oath. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Smite
Damage
MP
Cost
Max
Spell Level
2d8 2 1st
3d8 3 2nd
4d8 5 3rd
5d8 6 4th

Fighting Style[edit]

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. Each fighting style can only be taken once.

Blind Fighting: You gain blindsight with a range of 10 feet.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Deflection: When you are targeted by a ranged weapon attack, or when a creature within 5 feet of you is attacked, by a creature you can see, you can use your reaction to impose disadvantage on the attack roll.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Heavy Strikes: After you roll damage with a weapon you are wielding in two hands, you can choose to re-roll one of the weapon's damage dice, but you must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10+ your proficiency bonus (to a minimum of 0 damage). You must be wielding a simple or martial weapon to use this reaction.
Sagecraft: Your oath allows you to tap into simple divine magics. You learn two cantrips from your chosen spell list. They count as Oathsworn spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from your chosen spell list.
Two-Weapon Mastery: When you make the extra attack of two-weapon fighting, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Unarmed Fighting: Your unarmed strikes' damage increases to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. In addition, when you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Unyielding: While not wearing armor, your AC is equal to 10 + your Charisma modifier + your Constitution modifier. You can use a shield and still gain this benefit, but while you are not using a shield, you gain a +1 bonus to your AC.

Oathsworn Health[edit]

By 3rd level, the divine magic flowing through you makes you immune to disease.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your campaign is using the feats optional rule, you can replace this feature with a feat for which you qualify.

Martial Versatility[edit]

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a Fighting style you know with another Fighting style available to Oathsworn. This replacement represents a shift of focus in your martial practice.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Bolster Oath[edit]

Also at 5th level, you can channel the power of your Oath to fuel your magic. As a bonus action, you touch your holy symbol or druidic focus, utter a prayer, and regain a number of magic points equal to your proficiency bonus. The number of times you can use this feature is based on the level you've reached in this class: 5th level, once; 9th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Aura of Protection[edit]

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (minimum of 1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Aura of Courage[edit]

Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Improved Oathsworn Smite[edit]

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage of the same type as your smite.

Purging Touch[edit]

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Aura Improvements[edit]

At 18th level, the range of your Auras from this class increase to 30 feet.

Champion[edit]

BotW_Daruk_Artwork.png
A Champion trains themselves and their companions to be ready for any evil.
Source

Table: The Champion

Level Proficiency
Bonus
Features Stamina
Points
Magic
Points
Max Spell
Level
1st +2 Divine Sense, Stamina Meter Constitution mod - -
2nd +2 Spellcasting, Oathsworn Smite, Champion's Oath +2 Charisma mod 1st
3rd +2 Oathsworn Health, Fighting Style, Inspiring Physique +4 +2 1st
4th +2 Ability Score Improvement +6 +4 1st
5th +3 Extra Attack, Bolster Oath +8 +6 2nd
6th +3 Aura of Protection +10 +8 2nd
7th +3 Aura of Vigor +12 +10 2nd
8th +3 Ability Score Improvement +14 +12 2nd
9th +4 +16 +14 3rd
10th +4 Aura of Courage +18 +16 3rd
11th +4 Improved Oathsworn Smite +20 +18 3rd
12th +4 Ability Score Improvement +22 +20 3rd
13th +5 +24 +22 4th
14th +5 Purging Touch +26 +24 4th
15th +5 Glorious Defense +28 +26 4th
16th +5 Ability Score Improvement +30 +28 4th
17th +6 +32 +30 5th
18th +6 +34 +32 5th
19th +6 Ability Score Improvement +36 +34 5th
20th +6 Living Legend +38 +36 5th

When one pictures the ideal Oathsworn, the Champion is often the one that springs to mind first. Champions are paragons of cooperation, fair play and justice, and live with an infectious competitive spirit. Each Champion's Oath can be sworn to nearly anything; be it a vow to themselves to strive for improvement, a promise to divinity to uphold their ideals, or a promise to a loved one, to be a Champion is both a duty and an ordeal.

Champion's Oath[edit]

The tenents of the Champion go as follows:

  • I will strive to be known through my valiant actions, not by my words alone.
  • I will face the hardships of life with courage, and encourage my friends and allies to do the same.
  • I will train with diligence, never letting my sharp skills be dulled.
  • I will face the darkness within myself, so that I may be a bastion of inspiration for those around me.
Spellcasting[edit]

Upon taking this Oath, you may choose your spells from one of the following sage spell lists:

Champion's Smite[edit]

Upon taking this Oath, you may choose for your Smite to deal fire, thunder or radiant damage. You may only choose this damage type once.

In addition, immediately after you deal damage to a creature with your Champion's Smite feature, you may invoke the power of courage as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like. You must then finish a short or long rest to use this feature again.

Healing Hands[edit]

Your blessed touch can heal wounds. As an action, you can touch a creature and draw power from your Stamina Points to restore a number of hit points to that creature, equal to twice the number of Stamina Points spent.

Alternatively, you can expend 2 Stamina Points to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending Stamina Points separately for each one.

This feature has no effect on undead and constructs.

Champion's Challenge[edit]

At 3rd level as a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you. You must then finish a short or long rest to use this feature again.

Aura of Vigor[edit]

At 7th level, you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet, and you cannot be moved or shoved against your will. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 10 feet of you increases by 10 feet until the end of that turn.

When you reach 18th level in this class, the range of this aura increases to 30 feet, meaning that you can increase the walking speed of any allies that start their turn within 30 feet of you.

Glorious Defense[edit]

At 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Living Legend[edit]

At 20th level, you can empower yourself with the legends — whether true or exaggerated — of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

  • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks and Charisma saving throws.
  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
  • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend 7 magic points to use it again.

Conqueror[edit]

1200px-TotK_Demon_King_Ganondorf_Artwork.png
Many an ambitious ner'do-well has followed the path of the Conqueror.
Source

Table: The Conqueror

Level Proficiency
Bonus
Features Stamina
Points
Magic
Points
Max Spell
Level
1st +2 Divine Sense, Stamina Meter Constitution mod - -
2nd +2 Spellcasting, Oathsworn Smite, Conqueror's Oath, Conqueror's Aura +2 Charisma mod 1st
3rd +2 Oathsworn Health, Fighting Style, Shield of Terror +4 +2 1st
4th +2 Ability Score Improvement +6 +4 1st
5th +3 Extra Attack, Bolster Oath +8 +6 2nd
6th +3 Aura of Protection +10 +8 2nd
7th +3 Aura of Conquest, Oath of War +12 +10 2nd
8th +3 Ability Score Improvement +14 +12 2nd
9th +4 +16 +14 3rd
10th +4 Aura of Courage +18 +16 3rd
11th +4 Improved Oathsworn Smite +20 +18 3rd
12th +4 Ability Score Improvement +22 +20 3rd
13th +5 +24 +22 4th
14th +5 Purging Touch +26 +24 4th
15th +5 Scornful Rebuke +28 +26 4th
16th +5 Ability Score Improvement +30 +28 4th
17th +6 +32 +30 5th
18th +6 +34 +32 5th
19th +6 Ability Score Improvement +36 +34 5th
20th +6 Invincible Conqueror +38 +36 5th

War. Death. Destruction. These are the tools a Conqueror uses to subjugate evil. For a Conqueror, a victory that is not absolute is no victory at all.

Conqueror's Oath[edit]

The tenents of the Conqueror go as follows:

  • I will fight without restraint, and rule without mercy.
  • I will defeat my enemies completely, so they never may rise to challenge my word again.
  • I will not tolerate dissent from those I have conquered. To them, my word is law.
  • I will meet any challenge against my rule. Should I be defeated, I must grow my power until I am on top once more.
Spellcasting[edit]

Upon taking this Oath, you may choose your spells from one of the following sage spell lists:

Conqueror's Smite[edit]

Upon taking this Oath, you may choose for your Smite to deal fire, necrotic or lightning damage. You may only choose this damage type once.

In addition, when you make an attack roll for your Smite, you can choose to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. You must then finish a short or long rest to use this feature again.

Bolstering Hands[edit]

Your unrelenting power can fill those that you touch with the will to continue the fight. As an action, you can touch a creature and draw power from your Stamina Points, granting the target a number of temporary hit points, equal to twice the number of Stamina Points you expend.

Additionally, when you grant a creature temporary hit points with this feature, you can expend 2 more Stamina Points in order to ready the creature's mind and body for battle. While these temporary hit points remain, that creature has advantage on saving throws against being Charmed or Frightened, and any Poison or Disease already in its system is temporarily suspended.

Conqueror's Aura[edit]

At 3rd level, you can use your divine power to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. You must then finish a short or long rest to use this feature again.

Aura of Conquest[edit]

Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes damage equal to half your Oathsworn level (rounded down) if it starts its turn there. This damage is the same as the damage type dealt by your Conqueror's Smite.

When you reach 18th level in this class, the range of this aura increases to 30 feet.

Master of War[edit]

Starting at 15th level, you may attack with a flurry of strikes. When you use the Attack action, you can make one additional weapon attack as part of your action.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest

Scornful Rebuke[edit]

Also at 15th level, you gain the ability to punish those who dare to strike you. Whenever a creature within 30 feet of you hits you with an attack, you can cause that creature to take damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

This damage is the same as the damage type dealt by your Conqueror's Smite.

Invincible Conqueror[edit]

At 20th level, you gain the ability to harness extraordinary martial prowess. As a bonus action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend 7 magic points to use it again.

Druidic[edit]

Grovewatcher.png
Though they truly care for the natural world, the dour face of a Druidic Oathsworn in war is a sight few long to behold.
Source

Table: The Druidic

Level Proficiency
Bonus
Features Stamina
Points
Magic
Points
Max Spell
Level
1st +2 Divine Sense, Stamina Meter Constitution mod - -
2nd +2 Spellcasting, Oathsworn Smite, Druidic's Oath +2 Charisma mod 1st
3rd +2 Oathsworn Health, Fighting Style, Shadowbane +4 +2 1st
4th +2 Ability Score Improvement +6 +4 1st
5th +3 Extra Attack, Bolster Oath +8 +6 2nd
6th +3 Aura of Protection +10 +8 2nd
7th +3 Aura of Warding +12 +10 2nd
8th +3 Ability Score Improvement +14 +12 2nd
9th +4 +16 +14 3rd
10th +4 Aura of Courage +18 +16 3rd
11th +4 Improved Oathsworn Smite +20 +18 3rd
12th +4 Ability Score Improvement +22 +20 3rd
13th +5 +24 +22 4th
14th +5 Purging Touch +26 +24 4th
15th +5 Unkillable Optimist +28 +26 4th
16th +5 Ability Score Improvement +30 +28 4th
17th +6 +32 +30 5th
18th +6 +34 +32 5th
19th +6 Ability Score Improvement +36 +34 5th
20th +6 Elder Champion +38 +36 5th

Among those who guard the beauty and majesty of nature, the Druidic Oathsworn are both sword and shield against the darkness. They fight not with hatred of their enemies, but intense love of the things they fight to protect.

Druidic's Oath[edit]

The tenents of the Druidic go as follows:

  • I will appreciate any act of good, no matter how small, and cultivate an appreciation for the little things in others.
  • I will defend that which I care about with intense devotion, regardless of the opinion of those above.
  • I will savor the things I enjoy in my life, and endeavor to freely express them. In turn, I will allow others to share what they are passionate about freely.
  • I will protect all things natural will everything I have, and protect the light of hope to save others from despair.
Spellcasting[edit]

Upon taking this Oath, you may choose your spells from one of the following sage spell lists:

Druidic's Smite[edit]

Upon taking this Oath, you may choose for your Smite to deal poison, acid or radiant damage. You may only choose this damage type once.

In addition, when you hit a creature with your Smite, you can choose to cause spectral vines to spring up and reach for the target. The creature must succeed on a Dexterity saving throw or become restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish. You must then finish a short or long rest to use this feature again.

Healing Hands[edit]

Your blessed touch can heal wounds. As an action, you can touch a creature and draw power from your Stamina Points to restore a number of hit points to that creature, equal to twice the number of Stamina Points spent.

Alternatively, you can expend 2 Stamina Points to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending Stamina Points separately for each one.

This feature has no effect on undead and constructs.

Shadowbane[edit]

At 3rd level, you have the power to utter ancient words that are painful for fiends and undead to hear. As an action, you present your holy symbol, and each fiend or undead within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

You must then finish a short or long rest to use this feature again.

Aura of Warding[edit]

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

When you reach 18th level in this class, the range of this aura increases to 30 feet.

Unkillable Optimist[edit]

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. You cannot use this feature while you have only 1 hit point.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest

Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

Elder Champion[edit]

At 20th level, you can assume the form of an ancient force of nature as a bonus action, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast an Oathsworn spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Other creatures within 10 feet of you have disadvantage on saving throws against your Oathsworn spells and class features.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend 7 magic points to use it again.

Knight[edit]

Hyrule_Warriors_Legends_Link_Master_Sword_%26_Hylian_Shield_(Render).png
Acording to legend, many Heroes of Hyrule became sworn Knights after their first heroic act.
Source

Table: The Knight

Level Proficiency
Bonus
Features Stamina
Points
Magic
Points
Max Spell
Level
1st +2 Divine Sense, Stamina Meter Constitution mod - -
2nd +2 Spellcasting, Oathsworn Smite, Knight's Oath +2 Charisma mod 1st
3rd +2 Oathsworn Health, Fighting Style, Devoted Vigor +4 +2 1st
4th +2 Ability Score Improvement +6 +4 1st
5th +3 Extra Attack, Bolster Oath +8 +6 2nd
6th +3 Aura of Protection +10 +8 2nd
7th +3 Uphold the Oath +12 +10 2nd
8th +3 Ability Score Improvement +14 +12 2nd
9th +4 +16 +14 3rd
10th +4 Aura of Courage +18 +16 3rd
11th +4 Improved Oathsworn Smite +20 +18 3rd
12th +4 Ability Score Improvement +22 +20 3rd
13th +5 +24 +22 4th
14th +5 Purging Touch +26 +24 4th
15th +5 Undying Loyalty +28 +26 4th
16th +5 Ability Score Improvement +30 +28 4th
17th +6 +32 +30 5th
18th +6 +34 +32 5th
19th +6 Ability Score Improvement +36 +34 5th
20th +6 Grand Commander +38 +36 5th

The paragon of justice in most kingdoms in Hyrule, the Knight stands as the shining example for the citizens and soldiers to aspire to.

Knight's Oath[edit]

The tenents of the Knight go as follows:

  • I will serve my kingdom with Valor, and have faith in my ruler.
  • I will endevor to always keep my word and never lie or cheat, else I forsake the very nature of my oath.
  • I will act with courage, and do what needs to be done so no one else has to.
  • I will be responsible for my actions and their consequences, protect those entrusted to my care, and obey those who have just authority over me.
Spellcasting[edit]

Upon taking this Oath, you may choose your spells from one of the following sage spell lists:

Knight's Smite[edit]

Upon taking this Oath, you may choose for your Smite to deal radiant, lightning or force damage. You may only choose this damage type once.

In addition, when you hit a creature with your Smite, you can imbue one weapon that you are holding with positive energy. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. You must then finish a short or long rest to use this feature again.

Bolstering Hands[edit]

Your unwavering dedication to your oath allows you to protect those that you touch. As an action, you can touch a creature and draw power from your Stamina Points, granting the target a number of temporary hit points, equal to twice the number of Stamina Points you expend.

Additionally, when you grant a creature temporary hit points with this feature, you can expend 2 more Stamina Points in order to ready the creature's mind and body for battle. While these temporary hit points remain, that creature has advantage on saving throws against being Charmed or Frightened, and any Poison or Disease already in its system is temporarily suspended.

Devoted Vigor[edit]

At 3rd level as a bonus action, you can use your divine power to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal). You may do this once before requiring a short or long rest to use this feature again.

Aura of Redirection[edit]

Beginning at 7th level, when a creature within 10 feet of you is attacked by a creature you can see, you can use your reaction to magically redirect the attack to target you instead. The attacking creature makes its attack roll as normal, except it is against your AC, and you take any damage that the attack deals if it hits. Damage to you from a redirected attack can't be reduced or prevented in any way. You must use this reaction before you know if the attacking creature hit or missed.

When you reach 18th level in this class, the range of this aura increases to 30 feet, meaning that you can redirect attacks made on creatures within that range.

Undying Loyalty[edit]

Starting at 15th level, you have advantage on saving throws to avoid becoming Paralyzed, Petrified, or Stunned. In addition, you are always under the effects of a protection from evil and good spell.

Grand Commander[edit]

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use a bonus action to gain the following benefits for 1 minute:

  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You and your allies have advantage on Wisdom and death saving throws while within 30 feet of you.
  • Bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an creature starts its turn within the bright light emitted by this ability, you can deal 10 damage to that creature (no action required). This damage is the same as the damage dealt by your Smite.

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 7 magic points to use it again.

Forsworn[edit]

Byrne_Artwork.png
The cause behind a Forsworn's fall to darkness is always a unique tale of tragedy, but some Oathbreakers are far more pitiable than others.
Source

Table: The Forsworn

Level Proficiency
Bonus
Features Stamina
Points
Magic
Points
Max Spell
Level
1st +2 Divine Sense, Stamina Meter Constitution mod - -
2nd +2 Spellcasting, Oathsworn Smite, Oathbreaker +2 Charisma mod 1st
3rd +2 Oathsworn Health, Fighting Style, Dark Dominance, Shield of Terror +4 +2 1st
4th +2 Ability Score Improvement +6 +4 1st
5th +3 Extra Attack, Bolster Oath +8 +6 2nd
6th +3 Aura of Protection +10 +8 2nd
7th +3 Aura of Hate +12 +10 2nd
8th +3 Ability Score Improvement +14 +12 2nd
9th +4 +16 +14 3rd
10th +4 Aura of Courage +18 +16 3rd
11th +4 Improved Oathsworn Smite +20 +18 3rd
12th +4 Ability Score Improvement +22 +20 3rd
13th +5 +24 +22 4th
14th +5 Purging Touch +26 +24 4th
15th +5 Supernatural Resistance +28 +26 4th
16th +5 Ability Score Improvement +30 +28 4th
17th +6 +32 +30 5th
18th +6 +34 +32 5th
19th +6 Ability Score Improvement +36 +34 5th
20th +6 Dread Lord +38 +36 5th

A Forsworn is an Oathsworn who has forsaken their oath. The divine radiance within has been replaced with nothing but a churning darkness from which they now draw their power.

Oathbreaker[edit]

The Forsworn hold no tenents, and bind themselves to no laws. Because of this, other Oathsworn often treat them with contempt and pity, and may become outright hostile upon learning of their condition.

Spellcasting[edit]

Upon breaking your oath, the darkness that fuels your magic allows you to defy your divine limitations, unlocking more dangerous magics. You may choose your spells from one of the following spell lists:

Forsworn Smite[edit]

Upon breaking your Oath, your Smite deals cold, necrotic, or psychic damage. You may only choose this damage type once.

In addition, when you hit a creature with your Smite, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute.
If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

Once you use this feature, you must complete a short or long rest before you can use it again.

Harming Hands[edit]

When you hit a creature and deal damage, you can draw power from your Stamina Points to siphon extra health from the target and grant it to yourself or an ally. The creature takes additional damage, of the same type as your smite, equal to the number of Stamina Points you spent, then a single creature of your choice within 30 feet of you regains hit points equal to the number of Stamina Points spent.

Alternatively, you can expend 2 Stamina Points to wreath your weapon in sickening, green light. If you hit a creature and deal damage, that creature must succeed on a Constitution saving throw or be Poisoned for 1 minute. Creatures that are immune to disease are unaffected. At the end of each of its turns, the target can repeat its saving throw. On a success, this effect ends for the target.

Dark Dominance[edit]

Starting at 3rd level as an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this feature again. An undead whose challenge rating is equal to or greater than your Forsworn level is immune to this effect.

Aura of Hate[edit]

Starting at 7th level, you and your allies within 10 feet of you gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one Forsworn at a time.

When you reach 18th level in this class, the range of this aura increases to 30 feet.

Negative Energy Aptitude[edit]

At 15th level, you gain resistance to non-silvered bludgeoning, piercing, and slashing damage, as well resistance to the damage dealt by your Forsworn Smite.

Additionally, when you hit a target with an attack roll and deal damage of the same type as your Forsworn smite, you ignore any damage resistance that creature has. You treat any immunity to this damage as though it was damage resistance instead.

Dread Lord[edit]

At 20th level you can, as a bonus action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

When you activate the aura, and on subsequent turns as a bonus action, you can cause the shadows in your aura of gloom to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes damage equal to 3d10 + your Charisma modifier. This damage is the same as the damage type dealt by your Forsworn Smite.

After activating the aura, you can't do so again until you finish a long rest, unless you expend 7 magic points to use it again.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Hyrulean Oathsworn class, you must have a Strength and Charisma score of at least 13.

Proficiencies. When you multiclass into the Hyrulean Oathsworn class, you gain the following proficiencies: light armor, medium armor, heavy armor, shields, simple weapons, and martial weapons.


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