Oath of the Temple (5e Subclass)
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Oath of the Temple
This is a Subclass of Paladin
Like many before you, you swore an oath to serve the gods, to stand up for what’s right and fight against the darkness of the world. You are a carrier of the light, a beacon in the darkness, made to lead others to salvation. The god(s) have taken an interest in you, apart from the others and granted you some additional protection and guidance in your conquest of the mortal realm. Much like a warlock and there patron, you live to serve to your gods will.
Tenets of the Temple
The tenets of the Oath of the Temple are often set by the god to which their oath is sworn, but generally emphasize the following tenets.
Mercy Ordinary foes might win my mercy, but my sworn enemies do not.
Strength My qualms can't get in the way of exterminating my foes.
Loyalty My oath is to the Temple and the temple only.
Discipline My blade is forever sharp and my mind keen to survive what lies beyond
You get both spells at the corresponding levels.
|3rd||Hunters mark, Burning Hands|
|5th||Spiritual Weapon, Misty Step|
|9th||Haste, Protection From Energy|
|13th||Dimension Door, Banishment|
|17th||Flame strike, Geass|
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Mark of the Gods: As a bonus action, choose one creature you can see within 30 feet of you. The target is marked for 1 minute. The effect ends early if the target dies, you die, or you are incapacitated. Until the effect ends, you gain the following benefits.
- You gain a bonus to damage rolls against the marked target. The bonus equals your proficiency bonus.
- Any attack roll you make against the marked target is a critical hit on a roll of 19 or 20 on the d20.
- If the marked target dies, you regain hit points equal to your paladin level + your Charisma modifier (minimum of 1 hit point).
Turn the Faithless: As a bonus action, You can use your Channel Divinity to utter words that are painful for fey, fiends and undead to hear. As an action, you present your holy symbol, and each fey, fiend, or undead within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Aura of Warding
Beginning at 7th level, the magic of your god lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.
At 20th level, you can assume the form of an angelic being. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
Wings sprout from your back and grant you a flying speed of 60 feet.
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons
You emanate an aura of light in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. Once you use this feature, you can't use it again until you finish a long rest.