Oath of the Horseman (5e Subclass)
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The Oath of the Horseman
A Paladin Subclass The temptation of evil, one that this paladin dares to dive into as he chooses this subclass. A Ritual must be performed to undergo the transformation into the horseman's oath. As one must eat the heart of a child as he encloses himself in the corpse of a horse. Once you do this, you become a horseman. This ritual will only be performed if there is less then 4 current horseman in this region
It is a tale as old as time when all the four horsemen appear Apocalypse starts, this tale isn't true, but when they do appear all that is brought is Death. War, Conquest, Death, and Famine. This specific horseman is War, but if you think of a variation on this subclass feel free to send me a message saying what your thoughts are on changing it.
(This is an Oath made for Non-Player characters, use it at your own risk)
War: If I have a chance to start a fight, I will take every opportunity.
Death: Ending your suffering isn't a form of mercy; it is just that death comes for all.
Famine: I won't kill you, but you will get so sick and starved that you wish I did.
Conquest: Everything that you own... is Mine.
No Mercy: Surrender isn't an option; there is only death and victory.
No Hope for the Weak: The weak die as the strong thrive
|3rd||Inflict wounds, Longstrider|
|5th||Find Steed, Heat Metal|
|13th||Find Greater Steed, Freedom of Movement|
|17th||Hallow, Mislead (This creates a illusionary double of you and your mount)|
When you choose this subclass at 3rd level, you become the horseman of (Conquest, War, Death, or Famine) with this comes added benefits. Such as you become immune to aging effects and you no longer age
When you take this Oath at 3rd level, you gain access to the following Channel Divinity Options
Summon WarHorse. You summon your faithfull horse to your side; it appears within 5 feet of you. It uses the warhorse statistics with the following changes. It has an AC of 16. Its intelligence is 6. It speaks Abyssal but can communicate with its rider even if they do not share a language. The horse refuses to act in combat unless it is being ridden. It can move and stand still on water and leaves small hoofprints of fire. (Non harmful). The horse gains 1 extra hit dice for each level in this class after 3rd.
Once you gain access to the Find Steed and Find Greater steed spells you can instead apply these changes to any mount you can summon and said mount will be summoned with this divinity option.
Fiery Beast: You can use your channel divinity to allow your horse to engage in combat for one minute. As a bonus action. Your horse acts on your turn for one minute and is able to use all its attacks like normal, but the damage type of these attacks changes to fire (War), acid (Famine), necrotic (Death) or thunder (Conquest) damage
Aura of the Horseman
Starting at level 7 you and friendly creatures that start their turn within 10 feet of you gain + 10 ft extra walking speed and are immune to the Restrained Condition while within the aura. At 18th level, the range of this aura increases to 30 feet.
At 15th level you gain the ability to move faster then the opponent can react when you are on a mount. If you have moved at least 10 feet on a mount, you don't provoke opportunity attacks. You also don't need to sleep, drink or eat in addition to not aging.
Starting at 20th level as an action, you can become slaughter incarnate. Gaining the following benefits for 1 minute.
- Your first attack each turn does extra damage based on how much your mount moved. The extra damage is 1d6 for every 10 feet moved in a straight line at a maximum of 10d6
- You can use the Dash action as a bonus action on each of your turns.
- For the Duration, you and your mount are under the effect of the Blur spell
Once you use this feature, you can't use it again until you finish a long rest.