Oath of the Half-Moon (5e Subclass)

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Half-Moon Knight

The Oath of the Half-Moon has remained hidden for untold centuries, its furtive and feral members wishing their names struck from the annals of history. Though ill remembered, they stand as a median, the dividing line between law and chaos lies etched into their very bodies. When corruption takes hold in the hearts of mortals, when the balance is tipped to ruin, when fiends stride unopposed though the Prime Material Plane, when the Abyss calls, their swift wrath always answers. Their campaign against the Abyss continues. Though thousands of year may pass, they remain vigilant and steadfast.

You stand at the crossroads, both civilized and beast. You gain power through this struggle, as it reminds you of how tenuous the balance between law and chaos truly is. The Order of the Half-Moon honors this struggle by providing you with the tools to defeat the Abyss. Your beastial form can only be chosen once, at the conversion to the Order. These features can be that of a were in the form of a wolf, jackal, tiger, bear, boar or rat. Keep in mind which lycanthrope you choose, as this may alter your characteristics. For example, a werebear might prefer living in the wilds far away from civilization and have territorial tendencies, where as a wereboar will be brutish and angered easily.

Tenets of the Half-Moon

Equilibrium. I stand at the center, a bastion against the hordes of chaos. I will fight to maintain balance, no matter the cost.
No Quarter. No fiend or foe shall escape my wrath. The horrors must not spread, as corruption can be alikened to disease. The longer it is in contact with our realm, the greater the chances of its spread.
Wolf In Sheeps Clothing. The fewer that know of my feral nature, the better. Most fear what they do not understand, or the cost of their freedom.

Oath of the Half-Moon Spells
Paladin Level Spells
3rd Hunter's Mark, Protection Against Evil and Good
5th Moonbeam, Misty Step
9th Conjure Animals, Spirit Guardians
13th Banishment, Locate Creature
17th Antilife Shell, Dispel Evil and Good
Sanctified

Your god has rewarded your steadfastness and willfulness to seek them out. They honor you by granting you various boons to aid you in your quest for balance. Upon taking this oath, you gain darkvision out to 60-feet, can cast the 1st level spell Compelled Duel once a day without using a spell slot, and have advantage on tracking wounded prey.

Pariah

Being chosen isn't always desirable; you have become an outsider. You must be reminded daily of the dichotomy between law and chaos and, as such, you have been made living proof such disparity. Upon swearing to this oath, you are made vulnerable to silvered weapons while Unshackled, have disadvantage on Animal Handling checks with anything that could be considered prey in the wild (horses, oxen, etc.) as your feral presence puts them at unease, and cannot be cured of this bestowed curse by another god or follower of another god. Only your chosen deity may give or take away your divine burden that you bear.


Channel Divinity

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

Prayer of Unshackling. As an action, you utter the Prayer of Unshackling, using your Channel Divinity. The divine, glowing chains release and the beast is freed as your body stretches and contorts, transforming into your chosen lycanthrope. You gain blindsight of 15-feet, you are made resistant to all nonmagical slashing, piercing, and bludgeoning damage, your speed increases by 10-feet, and gain advantage on Strength checks as your body and senses are stretched to their beastial limit while released. This transformation lasts for 1 minute or until you drop to 0 hit points or fall unconscious.

Burn the Pandemonius. You can use your Channel Divinity to invoke the rights of censuring upon demons and fiends. As a bonus action, you can focus your divine rage into your hand as you scorch the sight of the pandemonius. Make a Grapple check with advantage as you attempt to grasp their head. On a success, their speed becomes 0 until your next turn. The target must make a Wisdom saving throw or be dealt (your highest spell level)d4 radiant damage and become blinded for 1 minute as the brilliant divine fire eats away at their eyes. While blinded, a blinded creature can’t see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. On a successful save, the creature's vision becomes 15-feet for 1 minute or until the creature takes any damage.


Grim Howl

At 7th level, you can use a reaction to release an irresistible howl that beckons your enemies away from your allies to your waiting claws. When you do so, our AC increases by +2 while howling and all enemies in a 30-foot radius must make a Wisdom saving throw or instinctually attempt to kill you. Your pure unbridled ferocity must be silenced. On a successful save, they cannot move within 30-feet of you while you howl or are Unshackled for 1 minute or the next time they take damage. In a violent burst of rage at the start of your next turn, you can release half of the damage you took (rounded down) of psychic damage in an ear-shattering roar to all creatures within 10-feet of you.

At 18th level, you gain advantage on all spell saving throws while howling, and the range of your damage radius increases to 20-feet.

Vermillion Soul

At 15th level, you are gifted with the vitality of a heaven-born warrior. You can no longer be poisoned and at the start of your turn, if you haven't been attacked, gain 1d4+ your Constitution modifier of health back. You can only gain this benefit if you have at least 1 hit point.

Ancestral Vindicator

At 20th level, you can become the vindicator of divine wrath. Your features become that of an ancestral beast of your chosen lycanthropic lineage. Using your action, you undergo a transformation for 1 minute:

- Your speed increases by 20-feet.

- You can use your impossible strength to cleave your foes. While making a melee weapon attack, the target must make a Strength saving throw with disadvantage or be thrown 10 feet from you and be knocked prone. This blow, if successful, can be carried through to the the next adjacent enemy to you until there are no more enemies in your melee range.

- You can use Grim Howl as a bonus action every round while transformed.



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