Oath of Equity (5e Subclass)
Oath of Equity[edit]
Paladin Subclass
The world, all worlds to greater or lesser extents, is one of haves and have-nots. Of winners and losers. Of plenty and famine. Where one falls between the extremes may be confluence of birth, effort, and just plain dumb luck, but those paladins that take the Oath of Equity endeavor to make sure all have at least some equality of opportunity, if not outcomes. While there is only so much any individual might do to combat of systems of disparity, to think otherwise is vanity if not foolishness, these warriors of generosity are commited to spread from each of their abilities to each being in need.
- Tenets of Equity
Equal Treatment. From the highest lord to the lowliest serf, all are deserving of your respect and grace.
Lift the Low. While equal in spirit, some people are more in need of your aid than others. Prioritize those in peril over those with rewards.
Mass Mandate. Serve only leaders that serve the people they command before themselves. Strike down those that don’t.
Question All Authority. Critically examine power relationships to divine the best course towards justice, both for the individual and the society.
Paladin Level | Spells |
---|---|
3rd | sanctuary, silvery barbs |
5th | enlarge/reduce, healing spirit (1) |
9th | beacon of hope, life transference |
13th | freedom of movement, stoneskin |
17th | circle of power, mass cure wounds |
- The spirit takes on the form of a Hollyphant or Lantern Archon (your choice).
- Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options:
All For One. When another character within 30ft of you is reduced to 0 hit points but not outright killed, you may use your reaction to immediately heal them by drawing on other allies. All friendly characters within 90ft of you may sacrifice as many hit points as they wish as long as they are not reduced below 1 hit point. You may sacrifice hit points from your Lay on Hands pool. The targeted character regains the same amount of hit points without falling unconscious. The target also gains temporary hit points equal to 1/3 of the hit points sacrificed + your Charisma modifier, rounded up, for 1 hour.
One For All. As an action, you can give up to 6 friendly characters within 30ft of you a number of Paladin hit dice equal to your proficiency bonus. No character can gain more than 1 die. As a reaction to taking damage, a character can expend 1 of these dice to reduce the damage taken by 1d10. After they use this reaction, the character gains temporary hit points equal to your Charisma modifier for 1 hour.
- Pooled Resources
Starting at 3rd level, your well of healing magic deepens and irrigates. Your Lay on Hands pool increases to 6 x your Paladin level. You or any character touching you may use an action to expend a hit die and refill your lay on hands pool with hit points equal to the roll.
- Aura of Solidarity
Starting at 7th level, You provide moral support to your allies so they can in turn provide it to each other. You and friendly creatures within 10ft of you can use Help as a bonus action to aid any friendly character within 10ft of you. Friendly characters within 10ft of you can now use Help to give another creature advantage on its next saving throw, provided that it makes the saving throw before the start of their next turn.
When you reach 18th level in this class, the range of the aura increases to 30ft.
- Share the Health
Starting at 15th level, Your healing powers become reciprocal. Whenever you restore hit points to or cure a condition from another character with Lay on Hands or a spell, you may expend one of your hit dice to restore additional hit points equal to a roll of the hit die to 1 target of the feature or spell.
When you expend a hit die this way, the target of your feature or spell may choose to expend a hit die of their own to restore hit points to you equal to a roll of that die, no reaction needed. When this occurs, both characters gain temporary hit points equal to your Charisma modifier and advantage on their next saving throw for 1 hour.
- Community Spirit
Starting at 20th level, you may invest others with health bombs formed of pure divine magic. As an action you may distribute up to 6 immaterial Glimmers of Light to up to 6 friendly characters within 30ft of you. No character may receive more than 2 Glimmers. Each character with a Glimmer of Light may use a bonus action to cast mass cure wounds without a spell slot or any spell components. This bonus action expends a Glimmer of Light and grants the caster temporary hit points equal to your Charisma modifier for 1 hour. The spell uses your Charisma modifier as its spellcasting ability. Each Glimmer of Light expires and disappears when you start a long rest, causing the holder to regain 1 expended hit die per Glimmer of Light.
Once you use this feature, you may not do so again until you complete a long rest.
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