Oath of the Hand (5e Subclass)
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The Hand
The Hand is one of twelve closely-guarded fighting styles, known as the Zodiac Of Pain. The Hand focuses on supporting allies and warding away enemies. It also involves an oath of fealty to the original twelve adventurers who were the Zodiac Of Pain, as they have become lesser deities. Originally, the Zodiac Of Pain referred to twelve adventurers who used dark magic to slaughter the forces of darkness. They each founded their own school of combat, and they each chose twelve others to lead their school. The hierarchy of a Zodiac Of Pain school is twelve ranks, each containing twelve students who are sub-ranked within that rank. When a student feels ready, they can challenge the one from the rank above that corresponds to thier sub-rank to a duel. If the challenger wins, they swap places. If they lose, they decrease in the standings of their rank. When a student is in the twelfth rank, they can challenge a master. If they win, they become a master too and the school searches for a new recruit. A student has twelve years to learn the ways of their Zodiac Style and to become a master, and if they fail they are killed to keep the order a secret.
Oath Spells:
1st level: shield of faith, heroism
2nd level: shatter, magic weapon
3rd level: counterspell, protection from energy
4th level: death ward, wall of fire
5th level: flame strike, hold monster
- Zodiac of Pain Induction
At 3rd level, you gain a Zodiac of Pain charge. You can use it to fuel your Zodiac of Pain abilities. Your Zodiac of Pain charges are refilled after you finish a long rest. At 10th level, you gain a second Zodiac of Pain charge. At 15th level, you regain a Zodiac of Pain charge when you finish a short rest. At 20th level, you gain a third Zodiac of Pain charge.
- Channel Divinity
You gain the following two Channel Divinity options:
- Restorative Incantation
As an action, you cause an ally within 30 feet of you to regain 1d10 + Your paladin level hit points. You may cast this on yourself.
- Soulfire Shield
An ally within 30 feet of you gains a +3 bonus to AC for 1 minute. If they are hit by a melee weapon attack during that time, the attacker takes 1d4 Radiant damage. You may cast this on yourself.
You may expend a Zodiac Of Pain charge to cast a Channel Divinity option if you have used your Channel Divinity.
- Aura of Souls
At 7th level, enemies who end their turn within 10 feet of you take 1d4 + your Charisma modifier radiant damage. At 18th level, the range of this aura increases to 30 feet.
- Aura Flare
At 15th level, you can expend a Zodiac of Pain charge as a bonus action to cause enemies within your Aura of Souls to take 5d8 necrotic or radiant damage (your choice).
- Divine Restoration
At 20th level, you can expend all your remaining Zodiac Charges but one to cast true resurrection. You do not regain Zodiac Charges when you finish a short rest until you finish a long rest when you use this feature. You can cast this with as few as one Zodiac Charge. You regain use of your Channel Divinity when you use this.
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