Oath of Innocence (5e Subclass)
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Oath of Innocence[edit]
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Paladin Oath
Those who follow the Oath of Innocence protect the innocence of their children. It is through the pure, innocent imagination of their children that their power is bestowed upon them, and as such their abilities are directly effected by what their children believe they are able do. --Tenets of Innocence--
Every paladin of this oath has their own unique words for their Oath of Innocence, they share some of these few tennets.
Protect their Smiles.
Lead by Example.
Encourage the Crestfallen and Dejected.
Teach the Ignorant.
Help those in Need.
- Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level | Spells |
---|---|
3rd | cure wounds, divine favor, heroism, wrathful smite |
5th | gentle repose, warding bond, zone of truth |
9th | create food and water, daylight, dispel magic, remove curse |
13th | aura of purity, banishment, staggering smite |
17th | dispel evil and good, geas |
- Dreams
Starting at 3rd level, your body is empowered by your child's perception of you, which gives you access to whatever abilities they believe you capable of, but only when they believe you're able, otherwise you lose access to the ability. You gain the following benefits, depending on how much your child believes in you and what they think you're able to do:
- Without their belief, you are considered to have one level of exhaustion. If you already have exhaustion, your level of exhaustion increase in an additional 1. You can't cast spells when they lack faith in you.
- When their belief in you is strong, you have advantage on Strength, Dexterity and Constitution saving throws.
- Channel Divinity
When you take this oath at 3rd level, you gain the following three Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
- Flight. While your child has complete faith in you, you can spend one use of your Channel Divinity as a bonus action to gain a flight speed of 30 ft.(adding it to your current one if applicable) for the next 2 turns.
- Super Slash. While your child has a more neutral belief in you, you can spend one use of your Channel Divinity as an Action to swing a melee weapon you are wielding downward, sending forth a wave of power. All creatures in 5-feet by 30 foot line must succeed on a Strength saving throw, or take psychic damage equal to 2d6 plus your half your Paladin level, or half as much on a success.
- If your child has complete faith in you, you cause 3d6 plus your paladin level instead, and any creature who fails the save is pushed 10 feet back and knocked prone.
- Grounding. While you are facing a creature who commits an act you would punish your child for doing, you can spend one use of your Channel Divinity as an Action to banish said creature to a plane where they are forced to sit in a corner and reflect on what they have done. The creature must succeed on a Intelligence saving throw, or or be banished to the plane of self reflection for a time equal to the severity of their offense, i.e 1 week for destruction of property, 1 month for use of foul language and cursing, 2 weeks for stealing, and 4 days for trespassing.
- Dreamy Aura
At 7th level, your body emits a haze similar to those seen when dehydrated in a desert, and causing an very minor effect similar tohallucinatory terrain(think range of 100 ft, and the terrain reflecting that of your child's most recent dream), making you used to it. When your child takes a nap or sleeps, you and creatures within 10 feet are immune to minor illusion, and have advantage on Intelligence checks against disguise self and invisibility, and only you are granted an immunity to hypnotic suggestions.
- Lulling Glow
When you reach the 15th level, whenever you have inspired confidence in your child, your body give off a faint glow, similar to that of a nightlight. Your body turns darkness into dim light in an area within 10 feet. In addition, you may choose whether when a creature of your choice enters area for the first time on a turn or starts there, if they must succeed in a Wisdom saving throw or else they fall asleep, or they take psychic damage equal to half your paladin level (rounded down).
- You may only choose one effect per creature.
- The Protector
Starting at 20th level, your achievements have inspired your child enough to unlock the true power of their Innocence. As an action, if you have followed any of your tenets that day, you can enter in the Protector form, gaining the following benefits, depending on the status of your child for 1 minute:
- Dreaming - Vigilant Parent
- You are immune to psychic damage.
- Your perception is absolutely on point. You gain 100ft of Truesight, 100ft of Darkvision, advantage on Perception (Wisdom) checks that rely on sight, can sense magical objects as if under the effects of the Detect Magic spell within a range of 30ft, and are unable to be surprised.
- You may also cast magic circle.
- Playing - Nurturing Parent
- You can take all damage coming at a specific creature in their stead.
- You can cast 6th level heal once without using a spell slot or any components.
- In Danger - Enraged Parent
- You gain resistance to all types of damage.
- You master the techniques of the "Divine Sword" and "Divine Spear". You roll 1d12, instead of the normal damage for unarmed strikes. The damage is slashing or piercing. Your unarmed strikes ignore resistance and immunity to non-magical damage.
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to half your Paladin level (rounded down), but attack rolls against you have advantage until your next turn.
- A more powerful version of this ability, called "Hurt - Parent's Fury" is automatically triggered if your child takes any damage. When evoking the Parent's Fury, you can extend the duration of your "Protector" form. For each turn you start while evoking your Parent's Fury to prolong your "Protector" form, you lose 20 hit points, dying after reaching 0 hit points. You are unable to suppress and calm your Parent's Fury unless your child is safe and healed.
- The most powerful version of this ability, called "Dead - Parent's Anguish" is automatically triggered if your child dies. In the wake of your child's death you teleport behind the assailant and explode, dealing 5d8 Psychic damage, 5d8 Fire damage, 6d8 Force damage, and 12d8 Radiant damage as your anguish and the last bits of magic and divinity escape your body killing you in the process.
- Once you use The Protector, you can't use it again until you finish a long rest.
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