Oath of Oaths (5e Subclass)

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Oath of Oaths[edit]

Paladin Subclass

Paladins who follow an Oath of many Oaths are unique in a rather random way, some paladins that are sworn to this oath follow different primary tenets for worship and their power is drawn from all the gods as a collective bunch granting them mixed effects as a paladin and are know to be truly random at best. These paladins also are empowered from strands of wild magic placed within their magic.

Tenets of the Oaths

To the randomness of gods combined, paladins of this oath follow only one given tenets. The rest are given at the paladins preference:
Polytheistic Servitude Worship all gods to unveil the true randomness of the multiverse.

Oath-Bound Magic

Your magic, random at best, with no given direction. you have given spells when following this oath. When you reach a specific paladin level, you gain certain spells. Therefore, you have these spells below always prepared.

Oath of the Oaths Spells
Paladin Level Spells
3rd Burning Hands, Arms of Hadar
5th Aid, Flaming Sphere
9th Fear, Protection from Energy
13th Confusion, Evard's Black Tentacles
17th Hold Monster, Mislead
Randomness of Gods and Goddesses

Starting at 3rd level, you gain the ability to use the wild magic flowing within your body to grant random effects that grants you good properties and you can use this class feature up to your charisma modifier. Roll a D8 on the wild oath table when using an action:

If an effect on this table requires a save to be made, the DC to beat is 8 + your proficiency bonus + your Charisma modifier.

Wild Oath Table
D8 Wild Oath Effect
1 Your weapon jolts up, manifesting into a bright light above your head (you can still attack as an action this way). This light follows you and sheds bright light up to a 15 ft radius and an additional 15 ft radius of dim light for one minute. Additionally, you can use a bonus action to attack a creature within reach of the weapon. If the attack hits, the creature targeted takes an additional 1d12 radiant damage and the additional damage taken to the creature is then converted into temporary hit points but the duration of this effect ends early and your weapon manifests back into your hand.
2 You become a beacon of dread, illuminating a faint green aura. This aura expands into a 15 ft radius and this aura follows you for one minute. Any creature that enters this aura must make a DC Wisdom or become frightened by you for two turns.
3 The magic within beckons to sap your life force away. Any creature within a 20 ft range, centered on you. Must make a DC Constitution saving throw or take 2d6 radiant damage and 2d6 necrotic damage. If the creature fails the save, they take half damage. upon usage of the feature, you take half as much as the full total of damage dealt out. If you drop below 0 hit points by the damage dealt, your body releases more devastating magic. You let out an additional burst dealing an additional 1d6 radiant and 1d6 necrotic damage but you automatically fail one death saving throw.
4 You weapon starts to sheen with a red glow. Your attacks deal an additional 1d8 force damage for one minute.
5 A humanoid-like figure summons to give a warm embrace to yourself. You gain an additional 2d10 temporary hit points. When a creature attacks you and deals damage, the amount of temporary hit points taken is then turned into cold damage against the attacker. The attacker takes damage equal to half the amount of temporary hit points taken away via the attack in cold damage.
6 A bright light surrounds you in a 15 ft radius. You and any allied creatures gain a +1 to their AC. This light follows you and lasts for one minute.
7 A Flash of necrotic energy shoots out of you body. You target a creature within a 30 ft radius, this creature must make a DC Constitution saving throw or the creature takes 2d8 necrotic damage and you may target another creature within the radius of the creature you attacked. You can cause the flash of necrotic energy to lash out to creature up to 3 times.
8 Your body starts to glow a yellowish hue. For 8 hours, You gain the benefits of Death Ward.
Whispers of the Gods

At 3rd level, you can commune with the gods to give you guidance in the form of a spell. You gain the spell, Augury and can use it with no material components required. You can use this feature equal to your proficiency modifier.

Aura of Oaths

At 7th level, you have honed your body to be like a canvas of true beauty as the magic within was dwelt so dimly is now so bright. As an action, you create an aura that follows you and expands to a 10 ft radius, any friendly creature (including you) in this radius gains resistance to necrotic and radiant damage as well as, gaining advantage against becoming stunned or paralyzed

Furious unpredictability

At 15th level, Upon making an attack you can unleash utter randomness. As a reaction to making an attack, you can roll on the wild oath table and pick the affect rolled. This roll replaces any current effects made before this feature was initially used.

Unstable Randomness

At 20th level, you are like a random star upon the horizon between many Gods and Goddesses as you are an unpredictable star. you can roll three times on the wild oath table and pick either number from the three rolls you made, or you can choose to activate all three effects at once. You must decide this before rolling on the table.

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