Oath of the Leper (5e Subclass)
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Paladin Sacred Oath: Oath of the Leper
A paladin who calls themselves a Leper is one struck with horrible pain, one that will not go away no matter the medical efforts that others have tried. However, enduring this pain has given them a strength mightier than other people, able to fight even when they are cornered and alone, and throw beasts far away, with just a singular strike. Underestimating the doomed is a foolish mistake, and it is one that those who have fought with a leper shall never make again.
For your horrible pain, you may choose to roll on this table if you wish, to place as a flaw for your character.
d4 | Horrible Pain |
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1 | I have an incurable plague, which makes me lose my sense of pain and touch. |
2 | One day, one of my limbs stopped feeling, and it has never started again. |
3 | Some horrid beast possesses me, and takes control of my mind as I sleep, giving me nightmares powerful enough to kill a lesser man. |
4 | I experience terrible hallucinations, making me sometimes see those who I must slay as loved ones, for only a second or two. |
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"This man understands that existence and adversity are one and the same." |
- Tenets of the Leper
- Strength. Those who have felt extreme pain can feel very little, and you must use this to your advantage, becoming strong for others who cannot be.
- Suffer in Silence. Your pain may be great, but it must never become a burden for those you accompany. You are strong enough to handle the pain alone.
- Adversity of the Self. You are experienced with suffering, and shall not allow others to face any, even if it requires you to face more misfortune.
Paladin Level | Spells |
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3rd | hellish rebuke, shield |
5th | blur, spiritual weapon |
9th | counterspell, haste |
13th | fire shield, stoneskin |
17th | hold monster, wall of stone |
- Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Solemnity. As a bonus action, you can place your weapon into the ground, and mutter a quick prayer. Divine energy rushes into yourself, regaining hit points equal to 1d10 + your paladin level.
- Intimidate. As an action, you can brandish your holy symbol and shout at your foes. Creatures of your choice within 30 feet of yourself must make a Charisma saving throw, and on a failed save, they have disadvantage on all of their attack rolls until the start of your next turn.
- Aura of Withstanding
Starting at 7th level, you can choose one damage type aside from slashing, piercing, or bludgeoning when you finish a short or long rest. You and allied creatures within 10 feet of you have resistance to that damage type.
At 18th level, the range increases to 30 feet.
- Purge
Beginning at 15th level, your smites are powerful enough to send people flying. When you use your Divine Smite feature on a creature that is Large or smaller, you can choose for the target of it to make a Strength saving throw. On a failed save, the creature is shoved a number of feet backwards equal to your paladin level.
- Bloody Shroud
At 20th level, as an action, you can use the might inside of yourself to ignore the pain others would bring upon yourself, for 1 minute. During the duration, you gain the following benefits:
- You have advantage on all saving throws.
- You have resistance to bludgeoning, piercing, and slashing damage.
- You add your Charisma modifier (a minimum of +1) to your melee weapon damage rolls.
Once the minute ends, all of the pain you've endured comes upon you, tiring you out, making you unable to move or take actions until after your next turn. After using this feature, you must take a long rest before doing so again.
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