Oath of the Witchadin (5e Subclass)
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Oath of the Witch
Paladins with the Oath of the Witch are warriors who supplement their divine magic with shadowy arcana that gives them unique abilities. They are similar to warlocks and druids, gaining their power through nature and the spirit world. Paladins with this oath often stay away from society, as those who do not understand their power often believe it as evil, though this is not the case. Sometimes called Witchadins, Eldritch Blades, and Night Hunters.
Tenets of the Witch
The tenets of the Witch vary by paladin, but most follow two or more of the ones listed below.
Protect Nature. The inhabitants of the world are careless, corrupting and destroying nature as they see fit. I will protect nature from any and all threats.
No Mercy. If someone has done great evil, they must pay. I will bring that punishment, and force them to pay for what they have done.
Sacrifice for the Greater Good. I must uphold goodness and protect nature. If a few humanoids have to die along the way, so be it.
Guidance from the Spirits. I have been gifted in a way that allows me to contact the spirits. I must listen to them, and guide those who cannot hear them.
Oath of the Witch Spells
You gain the following spells at the paladin levels listed.
3rd=Inflict Wounds, Charm Person
9thAnimate Dead, Gaseous Form
17th=Dream, Raise Dead
When you take this oath at 3rd level, you gain the following channel divinity options.
Incarnate Spirit. You attempt to place a spirit inside the body of a humanoid as an action. Make a melee spell attack against a humanoid within reach. On a hit, the creature's body becomes the temporary resting place of a spirit. While the spirit is in the creature, you can control the creature to a limited extent. You can make the creature move automatically. However, if you make the creature take an action, you must use your reaction to make it do so, and the creature must make a Wisdom saving throw. On a failed save, the creature does the action you tell it to. On a successful save, the creature breaks free of the spirit controlling it. In addition, the creature can make a Wisdom saving throw at the end of each of their turns, ending the effect on a success. On your turn, you must use your action to keep control over the creature, or it breaks free. This effect cannot last longer than a minute.
Cloud Mind As a bonus action, you can cloud the mind of a creature within 10ft of you that you can see. The creature has disadvantage on attack rolls against you for 1 minute or until it drops to 0 hit points or falls unconscious.
Beginning at 7th level, when a creature provokes an opportunity attack from you, you can choose to cast a spell against it instead.
Wounding Mind Clouding
Beginning at 15th level, when a creature under the effect of your Cloud Mind makes an attack against a creature other than you, you can cast inflict wounds against them using your reaction if they are within range.
At 20th level, you can incarnate a powerful spirit into your body as an action. For 1 hour after doing so, you gain the following benefits.
-The power of the spirit gives you a flying speed of 60ft.
-You emanate an aura of calming within a 30ft-radius. The first time a creature enters the aura or starts their turn their,the creature must succeed on a Wisdom saving throw or become charmed by you for 1 minute or until it takes any damage. Attack rolls against the charmed creature have advantage. A creature can only be affected by this once per use of this feature.
Once you use this feature, you can't use it again until you finish a long rest.