Oath of Perfection (5e Subclass)
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Oath of Perfection
|"That Perfection is unobtainable is no excuse not to strive for it!" Source|
The Oath of Perfection is a Sacred Oath that can be taken by Paladins at level 3.
The Oath of Perfection dedicates knights to be the best they can be. It is a calling to the concept of Perfection, and the philosophy of Free Will and controlling one's Destiny. They don't do this for anyone but themselves, leading to this being much more of a personal outlook rather than some order or organization to join. By relying on themselves, the "Perfectionist" ends up with much less magical prowess, at the benefit of increased physical capabilities.
Though each Perfectionist is on their own quest of self-improvement, many end up with the same basic tenants. These tenants are more than an oath forced upon the characters, they are the fundamental building blocks to how these paladins understand the world and function within it. It's not just a rule, it's truth. Your truth.
- Utopia. That Perfection is unobtainable is no excuse not to strive for it.
- Solidarity. Respect each creature's pursuit of Perfection.
- Independence. Borrowed power, such as magic items and blessings, have no place with me.
- Wisdom. Action, without insight, is folly.
When you take this Oath at 3rd level, you gain the following two options as Channel Divinity options.
- Daunting Focus. As a Bonus Action, gain a bonus equal to your Charisma modifiers to ability checks, attack rolls, and saving throws for the next minute.
- Cunning Empath. As an Action, choose one creature you can see and hear. They may choose to make a Charisma save against your spell save DC. The target suffers disadvantage if they are focusing on anything that isn't masking their behaviors. If they fail, ask the DM/Player (as appropriate) these two questions about that character:
- What do they strive for?
- How can I help them towards this?
Though you are not bound to promises you make to others, a promise you make to yourself is a blood oath, not to be taken lightly. Upon taking the Oath of Perfection, you can make a Personal Promise as a Free Action. You can not have more than one Personal Promise at a time. When you make this Promise, choose two of the following options from the following list. The number of options goes up by one at levels 7, 15, 18, and 20. Each option (except the final two) may be taken multiple times.
- Resistance to two types of damage (bludgeoning, piercing, slashing, fire, etc)
- A bonus to damage equal to your Charisma bonus against one group of creatures (the King's guards, the Orcs that keeping ambushing us, etc)
- Advantage to saving throws caused by one creature you have met in the past
- An unwavering sense of direction towards a target of your choice
- Freedom from hunger, thirst, and sleep
- Advantage to checks made to find out liars and cowards
Should you ever avoid fulfilling your Promise, you immediately lose all of your bonuses from this feature, but still be bound to complete your Promise. These effects persist until you fulfill your Promise as best as you can. Should you fail your Promise knowing you could've done better with what you had, treat it as if you had broken your Oath.
Starting at level 7 support actions done by you or any allies within 10 feet give an additional bonus equal to your proficiency bonus. At 18th level this aura increases to 30'.
Never Mind the Odds
You never fear the odds of an unlikely victory, as the goal is not to succeed, but to try anyways. At level 15 you gain a bonus to Ability checks, Attack rolls, and Saving throws that scales up with the target number (referring to DC and AC). This bonus starts at +2 once the target number hits 17, and increases by an additional +2 for every three points above 17 it goes (+4 at 20, +6 at 23, etc).
Upon reaching level 20 you have not only recognized and understood your fullest potential, but can expand to fit it at a moment's notice. As an Action, you may achieve the Perfection you have always sought, gaining the following benefits for one minute:
- You gain proficiency in all weapons, armors, saving throws, skills, tools, and languages
- You gain true-sight and true-hearing up to 60' that can see at any light level
- Any time you make an ability check, attack roll, or saving throw and the die comes up as a 9 or less, you instead treat the roll as an 10, and then add modifiers
At any point you can end these effects early in order to achieve the best possible result on one Ability check, Attack roll, or Saving throw before making the roll. Once you use this feature, you can't use it again until you finish a long rest.