Oath of Pugnator (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Oath to Pugnator[edit]

{{{3}}}

Paladin Subclass

Weapons are not just steel and a way of destroying your enemy. They are for harnessing and controlling raw magic.

Raw magic is not just a power you have learned to destroy your enemy. It is a way to break the boundaries of normal weapons and cause them to both burn and break your enemies. They both have 1 thing in common they need each other to become the best they can. I have used this knowledge and my skill of magic and the blade to become the greatest Weapon I can be.

—Malta Pugnator
Tenents of Pugnator

The tenets of the Oath to Pugnator vary widely but share these basic elements in common.

Boldness.

Always be the first into the breach. Never hide behind others. Never let another take greater risk (and greater glory) than you.

Resolve.

Always continue on in the face of adversity. Persevere when others fall short.

Buoyancy.

Never let circumstances get you down. The greater the risk, the higher your spirits.

Transparency.

Your word is your bond. Never deceive the innocent, and rarely the guilty. Choose a fair fight over subterfuge.


Oath Spells

You gain Oath spells at the Paladin Levels listed:

Paladin Level Spells
3rd armor of agathys, air wave
5th aid, branding smite
9th dispel magic, haste
13th freedom of movement, fire shield
17th dominate person, mass cure wounds
Channel Divinity

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

Divine Search

As a bonus action, you can cast detect magic.

Divine Weapon

As a bonus action you can touch a non-magic weapon, it becomes a magic weapon for 1 hour.

Divine damage

When you take this oath at 3rd level, spells you cast that start "The next time you hit a creature with a melee weapon attack during the spell's duration," you replace "The next time you hit a creature" with ,The next 3 time you hit a creature, and you ignore "during the spell's duration,".

Divine Health

Starting at 7th level, if you have cast a spell this turn that start "The next time you hit a creature with a melee weapon attack during the spell's duration," you gain a + 1d6 bonus to the damage of the next melee weapon attack during the spell's duration.

The damage increases to 2d6 at 11 level, 3d6 at 16 level and 4d6 at 19 level.

Divine connection

Starting at 15th level, if you have cast a spell this turn that start "The next time you hit a creature with a melee weapon attack during the spell's duration," your weapon can not be destroyed and you can not be disarmed.

Banishing strikes

At 20th level, if you take the Attack Action on your turn and have cast a spell this turn or within the last 4 turns that start "The next time you hit a creature with a melee weapon attack during the spell's duration," your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the on you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.


0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: