Oath of Oaths (5e Subclass)
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.
Paladin Level | Spells |
---|---|
3rd | ' |
5th | ' |
9th | ' |
13th | ' |
17th | ' |
- 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.
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 | ' |
8 | ' |
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