Oath of the Betrayed (5e Subclass)

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Oath of the Betrayed[edit]

Paladin Subclass

Be it a trusted friend stabbing you in the back or being looked over for your accomplishments, the Paladin of the betrayed stands for those who were never allowed to reach their full potential. The dedication to making the world a better place is greater in a betrayed paladin than any other. Knowing the cruelty the world can throw at people gives them the righteous indignation to always soldier on to ensure all beings are given their fair shake at life and opportunities are present to all

Tenets of the betrayed
Empowering You must do everything in your power to ensure others are reaching their full potential.
Uphold the spirit The meaning of the law is far more important than the letter, loopholes are for snakes and little more.
Truth is Law Lying is for people afraid of conviction and commitment and has no place in the mind of one who knows what it’s like to be misled.
Unknown, not overlooked Make your voice heard, all will know your message, if not your name.
Oath spells

Starting at third level you gain an expanded spell list that grows with more levels in this class.

Paladin Level Spells
3rd bless, guiding bolt
5th warding bond, zone of truth
9th haste, remove curse
13th freedom of movement, death ward
17th circle of power, telepathic bond

Channel Divinity

At 3rd level when you take this oath you gain the following two channel divinity options.

Fair Deal. You can use your Channel Divinity as a bonus action to ensure fairness in all deals and negotiations. For the next 10 minutes, you have advantage on all your Wisdom (Insight) checks to detect lies, and on Charisma (Persuasion) checks to help both parties in a negotiation to reach a compromise. In addition, any creature that attempts to lie to you or to any creature that is part of a negotiation in which you are moderating must succeed on a Charisma saving throw, or it is unable to lie. Even succeeding, the creature has disadvantage on the Charisma (Deception) check.
Festering Unfairness. As an action you can use your Channel Divinity to remember the pain of your betrayal and lash out to implant this feeling on others. Creatures you choose within 10 feet make a Wisdom saving throw. On a failure, they are pitiful of themselves and have disadvantage on their attack rolls for the next minute. A creature can make another saving throw at the start of each of its turns to end this effect. Creatures immune to the charmed condition can't be affected.
Aura of opportunity

at 7th level you project the ideals of opportunity 10 feet around you. You and friendly creatures in this aura have advantage on opportunity attacks.

The aura increases to 30 feet at 18th level.

Truth is Law

At 15th level, you can cast zone of truth, centering the effect on yourself, at will, without spending spell slots. In addition, you gain a bonus to your Wisdom (Insight) checks made against any creature inside the area of effect of a zone of truth spell.

Balance the Fates

at 20th level you gain the ability to turn the tides of battle more effectively than ever before to ensure you and yours victory. For 1 minute, all friendly creatures within 30 feet of you (except you) gain the following benefits:

  • When falling to 0 hit points but not killed outright, a creature is reduced to 1 hit point instead. A creature can benefit from this effect again for the next 24 hours.
  • Creatures benefiting from the aura gain a bonus of +1 to all their ability checks, attack rolls and saving throws.
  • Creatures benefiting from the aura gain 20 temporary hit points, that last for the duration.
  • Creatures benefiting from the aura gain a bonus equal to your Charisma modifier to their damage rolls and rolls for spells and effects that restore their hit points for the duration.

You cannot use this feature again until you finish a long rest

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