Oath of Virtue (5e Subclass)
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Oath of Virtue
This Oath is taken by those who know of The Mana, and wish to adhere to Her path to enlightenment.
Vows of The Mana
Pursue Righteousness Root out and oppose persecution of others whenever possible, and never persecute others.
Give Generously Greed and gluttony steal from those in need. It is your place to provide all you can to those who cannot provide for themselves.
Fight Bravely Only an animal is ruled by fear. Face down every new challenge with fury and vigor in your heart.
Live Selflessly Hollow are the hearts of those who act only for themselves. Consider others often, and act for their sake.
Cooperate Those too proud will refuse help, and burden their allies with grief, when they try to do everything alone. Seek help when you may need it.
View All With Equality Those who do not know their place exhibit toxic arrogance. Recognize the merits and flaws of all creatures, and treat them fairly.
Seek Understanding Willful ignorance is your enemy. Aim to discover as much as you can about the world around you, and those in it.
Steel Your Heart There will be loss, death, and tragedy. To mourn is natural, but do not let grief stay your feet. Forge ahead, and help others do the same.
Oath of Virtue Spells
|5th||augury, calm emotions|
|9th||counterspell, lesser restoration|
|13th||guardian of faith, phantasmal killer|
|17th||legend lore, greater restoration|
When you choose this Oath at 3rd level you gain access to the following Channel Divinity options:
- Mana's Guidance
As an action, you can beseech The Mana for strength. For 1 minute, you add your Charisma modifier to Attack rolls made with melee weapons (minimum of +1). If the weapon is not already magical, it becomes magical for the duration.
- Mana's Vision
As an action, magic pulses from your eyes out to 120ft. Creatures in range are revealed or unmasked by this effect unless they succeed on a Charisma saving throw or lose their facade of invisibility or illusion. The effect only lasts until the start of your next turn.
Aura of Virtue
Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against being charmed, frightened, or stunned while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Starting at 15th level, you've become strong enough to host The Mana's presence. If you spend a minute in prayer, She will partially possess you. This state can last up to ten minutes, during which time you are not affected by difficult terrain, and any creature that hears you can understand you. Creatures that do not speak a language understand at a more base level, and may not fully comprehend greater complexities or subtext. Once you use this feature, you must complete a long rest before you do so again.
At 20th Level, as a bonus action, you may invoke the Mana's intervention. For 1 minute, The Mana empowers one spell you cast. If you cast a healing spell, all hit points regained are doubled. If you cast a damaging spell, it inflicts maximum damage. If the spell requires a save, allies automatically pass and take no damage, but enemies have disadvantage on their save. Additionally, enemies that start their turn within your melee range must succeed a Wisdom saving throw or you have advantage on attacks against them until the end of your next turn. If you land an attack under such conditions, deal an additional 10 force damage. Once you use this feature, you must complete a long rest before you do so again.