Oath of Silence (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Paladin Sacred Oath: Oath of Silence[edit]

The Oath of Silence is a determination to contain and purge the uncontrolled force of magic from harming the people and the land. While this may sound self-contradictory, more than one secret service practice this oath, for the abuse of magical power can cause a catastrophe that can easily devastate a nation, a continent, and even a plane of existence. Paladins sworn to the Oath of Silence are best described as tightlipped and resilient. They do not talk much, but when they do, they mean every single word they speak by their heart.

Notable gods, entities, and organizations that practice the Oath of Silence include Trog, the Ancient God of Anger and Violence; Shala Karanok, the ruler of Chessenta; the Order of the Aeol Drias; and the Order of Seropaenes.

Tenets of Silence

While many variations of the Oath of Silence can be seen in various cultures, continents, and even multiverses, their tenets usually share the two central themes: golden silence and hostility toward magic. The tenets of this oath often includes the following tenets:

The Golden Silence. Too many words hold no benefit. I speak only what is necessary, when it is necessary.
Truth Will Out. Truth has always triumphed over lies and deceptions, and so it will.
No Remorse. Truth is hurtful, truth is cold, truth is merciless. I understand this fact, and face reality as it is, no matter what consequence it holds for me.
No More Magic. Magic is one of the major problem the world now face. Magic must be controlled and contained, if not downright wiped out of the surface of the world.
Geek the Mage First. Mages, witches, and other delvers of secrets have ruined the land for too long. I shall not tolerate their dangerous curiosity bringing devastation.
Breaking the Oath of Silence

A paladin who has sworn to the Oath of Silence breaks his or her vow simply by casting a spell, or attempting to cast a spell. An attempt of spellcasting can be pardoned with a rite of confession and forgiveness, while an act of actual spellcasting is punished by abandoning the paladin from the Oath of Silence.

Oath Spells

Oath of Silence has no oath spells: You do not gain access to additional paladin spells when you take the Oath of Silence. Instead, you gain access to other uses of your spell slots with your Oath features.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Force Truth. As an action, you present your holy symbol and speak a prayer of confession, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Charisma saving throw, unless it is immune to being frightened. On a failed save, the creature is frightened for 1 minute. While frightened, the creature cannot speak a deliberate lie, and any magical disguise on the target is suspended for the duration.
  • See No False. As an action, you present your holy symbol and speak a prayer of truth, using your Channel Divinity. For the next minute, you can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Divine Reserves

Also starting at 3rd level, when you take this oath, preparing and casting spells are forbidden by your oath, but you still retain your spell slots. Instead, you are granted alternative uses for your spell slots. You can expend your spell slot to use one of the features below:

  • Divine Restoration. As a bonus action, you can expend one paladin spell slot to replenish your Lay on Hands pool of healing. You regain 6 hit points for a 1st-level spell slot, plus 3 for each spell level higher than 1st, to a maximum of 15.
  • Silencing Smite. When you hit a creature that is concentrating on a spell with an attack with your Divine Smite applied, the divine power imbued in your weapon disrupts the creature's concentration. If the creature is concentrating on a spell of a level equal to or lower than the spell slot you expended, it immediately loses concentration. Otherwise, it has disadvantage on the Constitution saving throw it makes to maintain its concentration.
Aura of Exorcism

Starting at 7th level, whenever a creature within 10 feet of you cast a spell, the divine aura emanating from you interrupts its process. The creature must make a saving throw using its spellcasting ability against your paladin spell saving throw. On a failed save, the creature's spell fails and have no effect. This feature has no effect while you are unconscious. The aura works against yourself as well.

At 18th level, the range of this aura increases to 30 feet.

Divine Abjuration

Starting at 15th level, you have resistance to damage from spells, and have advantage on all saving throws made to avoid or resist the effect of spells.

Aura of Silence

Starting at 20th level, as an action, you can emanate a powerful aura of divine power that erases most of the magical effects within 30 feet of you. For 1 minute, creatures within the aura cannot cast or concentrate on a spell, and becomes immune to damage and effect from spells. If a creature within the aura is already under the effect of a spell when it enters the aura, the effect of that spell is suspended while the creature is within the aura, but the time it spends suppressed counts against its duration. The aura works against yourself as well.

Once you use this feature, you cannot use it again until you finish a long rest.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: