Oath of Presence (5e Subclass)

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Oath of presence[edit]

Paladin Subclass

The Oath of Presence ties a paladin to the forces of existence, with a place for everything. These paladins arise from an individual's enlightenment regarding the interconnectedness of all. Everything has a presence and what has a presence has space. Being found at the borders of known existence, paladins of Presence fight back foes beyond normal perception, and can serve as both the light and the void, bridging the gaps between worlds with belief and willpower.

Tenets of Presence

The tenets of this oath bind paladins to an ideal of order, and the inherent necessity of that order in the universe. The core principles prioritize doing good by establishing the balance of structure.

All Belongs. Deny no being its rightful place in the existence of people or memory.

Nothing is Fixed. Exist in movement, light and darkness, and life and death. Be as both the bright gleam and diaphanous shadow.

Desire for belonging. Thirst for place, and a deeper meaning in the universe, so as to become closer to divinity.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level: Spells

3rd: jump, faerie fire
5th: moonbeam, heat metal
9th: minute meteors, protection from energy
13th: fabricate, banishment
17th: creation, scrying

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Turn Outer
As an action, you present your holy symbol and speak a prayer censuring abberations and monstrosities, using your Channel Divinity. Each aberration and monstrosity that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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.

Increase Pressure

As an action you present your holy symbol and the pressure around you increases while keeping it constant for others. All creatures of your choice within 30 feet of you must succeed on a Constitution saving throw or take the effects of the slow spell for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effects on a success.

Aura of Pressure

Starting at 7th level, the energy of the space around you weighs so heavily upon you and your allies that it begins to warp slightly. You and any friendly creatures within 10 feet of you aren't affected by difficult terrain. Additionally at the start of the turn, you and your allies first attack deals additional force damage equal to your charisma modifier (Minimum of 1). At 18th level the range increases to 30ft.

Force Barrier

Starting at 15th level, you can weave the space around yourself for protection. When you use your Cleansing Touch ability, you can simultaneously cause the force around yourself to morph into protective barrier that lasts until you finish a long rest. The Barrier has hit points equal to your Paladin level + your Charisma modifier and is resistant to all damage and it is immune to psychic. When you are hit, the barrier takes the damage in your stead and if it reaches 0 hit points then you take the extra damage (if any). If you use the cleansing touch ability while the barrier is active then the barrier regains a number of hit points equal to double the spell level. When the barrier reaches 0 hit points it dissolves and you can't activate it again until you use cleansing touch again.

Avatar of Presence

At 20th level, you have mastered the pressure around you and the energy that lives within everything allowing your body to manipulate everything within it. You gain resistance to force damage and As an action, your body is shrouded in energy that bursts into the air seconds later and you become one with it. For 1 minute you gain the following benefits:

-Any Charisma checks or saves you can treat a roll of 9 or lower, as a 10.

-If you are hit by a weapon or spell attack roll then roll a d20, on a 15 or higher you act as if you are resistant when rolling damage. If you are already resistant then you act immune.

-You can move through solid objects as if it was difficult terrain and you take 3d10 force damage if you start your turn inside a solid object.

Once you use this ability you can't use it again until your next long rest.

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