Oath of The Manticore

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Tenets of the Oath[edit]

Sacred warriors of venomous radiance, the Oath of the Manticore binds a paladin to a dualistic path of radiant light and virulent venom. Sworn to uphold justice through unconventional means, these warriors draw power from celestial manticores—enigmatic beings that embody both the ferocity of predators and the majesty of divine protectors.

  • 1.Embrace Duality: Harness both light and poison as tools to protect the innocent and vanquish vil.
  • 2.Protect the Defenseless: Stand as a shield for those who cannot defend themselves, no matter the cost.
  • 3.Strike Decisively: Deliver swift and calculated justice, leaving no room for cruelty or excess.
  • 4.Honor the Ancients: Uphold the wisdom and strength of the celestial manticores, protecting the knowledge and power entrusted to you.
  • 5.Endure Adversity: Stand unshaken in the face of danger, drawing strength from your inner resolve.

Oath Spells[edit]

Starting at 3rd level, you gain access to the following spells, which are always prepared for you and count as paladin spells:

Expanded Spell List
Spell Level Spells
3rd Level Poison Spray, Cloud of Daggers, Blight
5th Level Branding Smite, Cloudkill
9th Level Contagion, Dawn
13th Level Withering Touch, Toxic Radiance
17th Level Sunburst, Mass Heal Word, Revivify

Manticore's Resilience[edit]

Starting at 3rd level, you gain resistance to radiant and poison damage, and you have advantage on saving throws against being poisoned.

Manticore’s Wrath[edit]

As an action, unleash a 15-foot cone of radiant and poisonous energy. Creatures in the area must make a Constitution saving throw. On a failed save, creatures take 2d6 (3d6 at 11th level, 4d6 at 17th level) poison damage and are blinded for 1 minute (or until they succeed on a Constitution saving throw at the end of their turns), or half damage and no blindness on a success. Additionally, creatures that fail the save have disadvantage on their next attack roll. You can use this feature once per long rest.

Channel Divinity: Venomous Strike or Radiant Lance[edit]

At 3rd level, you gain the ability to channel divine energy to empower your weapon with either venom or radiant energy. As a bonus action, choose to empower your weapon with either venomous poison or radiant light. The next time you hit a creature with a melee weapon attack, it takes an additional 1d6 poison or radiant damage (based on your choice).

Venomous Strike: The target must succeed on a Constitution saving throw or take ongoing poison damage equal to your Charisma modifier for 1 minute, or have their movement speed reduced by 10 feet. Radiant Lance: The target cannot regain hit points until the end of your next turn and takes additional radiant damage equal to your Charisma modifier.

You can use this feature once per short or long rest.

Radiant Aura[edit]

At 7th level, you can create an aura of radiant light that protects and harms. As a bonus action, you activate an aura of radiant light that lasts for 1 minute. While the aura is active, creatures of your choice within 10 feet of you gain a bonus to their AC and saving throws equal to your Charisma modifier. At 18th level, the radius increases to 30 feet and the aura lasts for 10 minutes. Additionally, any enemy that starts or ends its turn within the aura takes radiant damage equal to your Charisma modifier. Allies within the aura also gain temporary hit points equal to your Charisma modifier at the start of their turn.

Vile Toxin[edit]

At 10th level, you can craft a potent toxin during a long rest and coat your weapon with it. When you hit a creature with the coated weapon, it takes poison damage equal to your Charisma modifier (or double your Charisma modifier at 17th level). The target must succeed on a Constitution saving throw or become poisoned until the end of your next turn. At higher levels, you can craft multiple toxins, each with different effects. One toxin may cause ongoing poison damage (1d6 poison damage at 13th level, increasing to 2d6 at 17th), and another may reduce the target’s speed by 10 feet.

Radiant Smite[edit]

At 13th level, you gain the ability to expend a spell slot to deal additional radiant damage on a melee weapon attack. When you hit a creature with a melee weapon attack, you can expend a spell slot to deal radiant damage equal to twice the level of the spell slot expended (minimum 2d6). Additionally, the target has disadvantage on their next saving throw or attacks against them have advantage until the end of your next turn.

Improved Venomous Strike or Radiant Lance[edit]

At 17th level, your Channel Divinity options become more potent. When you use Venomous Strike, the additional poison damage is equal to twice your Charisma modifier. When you use Radiant Lance, the additional radiant damage is equal to twice your Charisma modifier.

Flavor Enhancement[edit]

Radiant and Venomous Glow: As the Paladin embraces the duality of radiant light and venomous poison, their body starts to show subtle signs of this power. At lower levels, faint golden and greenish glows pulse from beneath their skin, resembling veins of radiant energy or creeping toxic veins. As they progress, these effects become more noticeable, with their eyes shimmering with a golden light and their skin occasionally showing faint patches of glowing venomous energy.

Manticore-Inspired Physical Traits: At higher levels, the Paladin may develop physical traits that reflect their celestial patron’s influence. They could grow sharp, lion-like claws or spiked armor that mirrors the features of a manticore, with thorn-like protrusions or a hardened, armored appearance along their forearms or legs. Their face could develop subtle feline features, like slightly sharper cheekbones or an elongated, more regal brow. These traits serve as a visual representation of their growing power.

Aura of Light and Poison: The Paladin could radiate a dual aura when invoking their divine power. In combat, the area around them might glow with a soft, golden radiance when they call upon their celestial powers, while a toxic, greenish mist could occasionally swirl around their feet when using their venom-based abilities. These auras create a visual contrast, reinforcing their dualistic nature.

Celestial Manticore Symbolism: The Paladin could bear the mark or symbol of their celestial patron in increasingly visible ways. This could be an intricate tattoo or glowing sigil that appears on their skin or armor, which pulses with radiant energy when they use certain abilities, like Radiant Aura or Manticore’s Wrath. The mark may start as small, faint patterns on the skin, but it grows larger and more prominent as the Paladin ascends in power.

Manticore-Style Wings or Tail: As the Paladin’s bond with the celestial manticore deepens, they could begin to manifest features that mirror the manticore’s legendary ferocity. At a higher level (perhaps around level 15 or 17), the Paladin may gain the ability to manifest a spectral, radiant tail or glowing wings when channeling their divine power. The tail could leave a poisonous trail behind it when they move, or the wings might emanate radiant light, allowing the Paladin to briefly fly or glide, enhancing their heroic presence.

Voice of the Manticore: The Paladin could develop a commanding presence that mirrors the celestial manticore’s primal roar. Their voice might gain an otherworldly resonance when they speak the Tenets of their Oath or call upon divine powers. When they invoke Channel Divinity or use abilities like Manticore's Wrath, their voice could briefly echo, carrying an intimidating, thunderous undertone that reflects their divine bond with the manticore.

Subtle Feral Instincts: As the Paladin progresses, they might display subtle feral instincts. Their movements could become more graceful and predatory, almost animalistic, when they fight or defend. They might occasionally growl or hiss when enraged or facing overwhelming odds, reflecting the raw, untamed power of their celestial manticore patron.


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