Oath of Furor (5e Subclass)
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Oath of Furor
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Paladin Subclass
Paladins that take the sacred oath of furor aspire for many things but are united by one goal: become the most devastating warrior imaginable. To do this, they harness divinely-inspired anger and unleash it upon their foes.
- Tenets of Furor
The tenets of the Oath of Furor vary by paladin, but all the tenets revolve around emotional control and destruction. Paladins who uphold these tenets are willing to do just about anything to accomplish their goals. The core principles of the tenets are brutally simple.
- Bring Glory to the Self. No matter what I do, I will earn glory by fame or infamy.
- Bring Glory to the Gods. The gods that empower me expect the glory I earn to also be theirs. I will not disappoint them.
- No Honor, no Glory. Even though my anger empowers me, I cannot forget that an unfair fight is no fight at all.
Oath of Furor Spells
Paladin Level | Spells |
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3rd | divine favor, heroism |
5th | enhance ability, magic weapon |
9th | fear, spirit guardians |
13th | freedom of movement, lances of condemnation |
17th | holy weapon, steel wind strike |
- Channel Divinity
- Crusader's Fury
As a bonus action, you can use your channel divinity to call upon the anger of a god. For the next minute, you gain the following benefits:
- Whenever you would make an attack roll, check, damage roll, or saving throw that uses Strength, you can use Charisma instead.
- Whenever you deal damage with a Paladin spell or a divine smite, add your Charisma modifier to the damage roll (minimum of +0).
- You gain resistance to bludgeoning, piercing, and slashing damage.
- You have advantage on checks and saving throws against being charmed and frightened (see the conditions).
- Channel Divinity
- Retribution of the Gods
As a reaction whenever you take damage dealt by a creature that you can see, you can use your channel divinity to rebuke the creature that dared to defy your divine mission. The creature must make a saving throw. If the damage was dealt by a weapon or another effect with an attack roll, this is a Constitution saving throw. If the damage was dealt by an effect with a saving throw, it uses the same ability as that saving throw. If it was psychic damage without a saving throw, it is an Intelligence saving throw. On a failure, the target creature also takes the damage you were dealt. On a success, it takes half damage.
- Aura of Fury
Starting at 7th level, an aura of constant anger surrounds you. Each creature of your choice in the aura adds your Charisma modifier to damage rolls they deal (minimum of +0). At 18th level, the range of this aura increases to 30 feet.
- Aspect of Glory
Beginning at 15th level, your strikes are devastating. Once per turn, you can add 1d4 to the result of any attack roll, damage roll, or saving throw you make.
- Avatar of Furor
At 20th level, as an action, your mind becomes numb as you transform into a fighting machine. For the next minute, you gain the following benefits:
- You gain 10 temporary hit points at the start of each of your turns as well as when you first activate this ability.
- You can use your Charisma modifier in place of any other ability modifier you would use.
- You are immune to being charmed (see the condition), and you have advantage on saving throws you make against being paralyzed (see the condition) as well as against spell such as dominate person.
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