Oath of the Silver Hand (5e Subclass)
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Oath of The Silver Hand
The Oath of the Silver Hand is a plead to an ancient order of sacred knights. Being a Knight of the Silver Hand means to be a honorable man above all things, who understands that his life is but a weapon to engage the evil in defense of the people, and that no self sacrifice is unworthy of appreciation if done for the greater good. Patience and Discipline are necessary, as well as kindness. Wrath and bravery are strong , yet fleeting emotions; but a kind heart is unwavering and bends to no evil. The Silver Hand fight not to simply antagonise evil entities, but to defend the innocent and just. They will not yield or back down, because even if their flesh burns and their souls are lost, they must not show their backs to the enemy for the sake of their people. The Silver Hand that they bear is a symbol of sacrifice, the loss of a hand that inspired their quest even facing annihilation. These knights normally bear symbols of lions, a hand in silver or hammers, which are often used as weapons by them.
Tenets Of The Silver Hand
Respect: You are taught to know and respect your superiors, and your allies. You are also required to give the same kind of respect to all, except for your enemies.
Tenacity. You can't retreat, you can't refuse, and you can't surrender. These are options only in the event of death.
Compassion. You are bound to share others feelings, and try to help them as much as you can.
Honorable. Honor is held dear and near your heart, breaking an oath breaks you. You will never dishonor yourself or your order, and you rather die then doing so.
Oath of The Silver Hand Spells
|3rd||Compelled Duel, Inflict Wounds|
|5th||Lesser Restoration, Enhance Ability
|9th||Remove Curse, Revivify|
|13th||Aura of Life, Staggering Smite|
|17th||Destructive Wave, Mass Cure Wounds|
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
- Light of Dawn
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 4 x your paladin level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
- Quake Hammer
As an action, you violently smash the weapon you are holding into the ground, using your Channel Divinity. Each creature within 20 feet must make a Strength saving throw (DC = 8 + CHA mod bonuses + STR mod bonuses + your proficiency) or be knocked prone.
Long Arm of the Law
Beggining at 3rd level, you can also channel the effects of Lay On Hands through the distance, being capable to target a creature from up to 10 feets of you instead of directly touching them.
At 18th level, the range of this effect extends to 30 feet.
Aura of The Silver Hand
Starting at 7th level, you will have an aura of silver light around you, and any friendly creatures within a 10 feet range allowing you to add half your Charisma modifier rounded up to their total AC.
At 18th level, the range of this aura increases to 30 feet, and you may now instead add your full Charisma modifier to the AC of friendly creatures within range.
Renew the Vow
At 15th level, you become capable of using your Channel Divinity feature twice between rests intead of once. Also, whenever you use a healing spell, you treat the ammount of healing as if the spell was cast with a spell slot one level higher.
At 20th level, as an action, you can assimilate the properties of your own holy light and get empowered, turning into an Avatar of your God. As one, your holy aura becomes so strong that it becomes tangible and visible by the naked eye. It ranges all around you, but retain a strong presence over your body and around the weapons that you wield.
Using an action, you undergo a transformation. For 1 minute, you gain the following benefits:
- Whenever you strike a foe with the Divine Smite feature,You can choose to half the damage dealt and convert it into a healing pool that is immediately transfered to any creature inside of your aura. Choose any creatures within 30 feet of you, and divide those hit points among them. You can't use this feature on an undead or a construct.
- Your weapons strikes deal extra radiant damage equal to your paladin level and immune creatures are treated as if they were resistant.
- At the start of every turn of yours, you regain a 1st level spell slot.
- When you take the Attack action on your turn, you can make an additional attack as part of that action.
- The light that expands from your aura engulfs the shadows around, regardless of their source. At 30 feet range starting from you, its always considered bright light, ignoring even magical darkness.
Once you use this feature, you can't use it again until you finish a long rest.