Oath of the Beast (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search

Oath of the Beast[edit]

Oath of Devotion[edit]

The Oath of the Beast is an old and ancient sect of paladin dedicated to protecting animals, making sure that they have equal rights. Paladins bound to this oath are often referred as wild wardens. This is a somewhat rare oath, because as the growth of civilization went on, people cared more about advancing rather than preserving wildlife. The majority of paladins who follow this oath worship god or goddesses of nature.

Tenets of the Beast

Paladins of this oath share these tenets.

Be Brave, Stay Wild. Think in the moment, don’t think about the past or future.

Hone your Instincts. Look around, stay alert!.

Lead the Pack. Protect animals and those who cannot protect themselves.

Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Beast Spells
Paladin Level Spells
3rd animal friendship, speak with animals
5th alter self, beast sense
9th conjure animals, catnap
13th polymorph, dominate beast
17th insect plague, awaken
Channel Divinity

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

Wild Roar. As a bonus action, you issue a roar deep from within. Each hostile creature within 30 feet of you must make a Wisdom saving throw or be frightened for 1 minute. Alternatively, any beast within 30 feet of you must make a Wisdom saving throw. If the creature failed the saving throw it is charmed for 1 minute or until it takes damage. While it is charmed it is friendly to you and other creatures of your choice.

Beast Companion. As an action, you can summon an wild creature to help you. The creature can be any beast with a CR equal to half your proficiency bonus. The creature is friendly to you and obeys all your commands, acting exactly as a beast summoned by the conjure animals spell. When summoned, the beast gains a number of temporary hit points equal to twice your level, and adds your Charisma modifier to all attack and damage rolls it makes. This beast stays by your side for 1 hour.

Nature Warden

At 7th level, whenever a friendly creature you can see within 10 feet take damage, you can use your reaction to move to the creature's position and take damage in its place.

When you reach the 18th level, the range increases to 30 feet.

Sacred Pack

Beginning at 15th level, your summoned animals share your auras and your nature warden feature.

King of the Forest

At 20th level you and your animal companion have become protectors of beastly kin. As an action, you or one summoned creature gain the following benefits for 1 minute:

  • The affected creature gains resistance to all types of damage, except force.
  • At the start of each of its turns, the affected creature regain 10 hit points.
  • The movement speed of the affected creature is doubled.
  • Enemy creatures within 10 feet of the affected creature have disadvantage on saving throws against your paladin spells and Channel Divinity options.

Once you use this feature, you can't use it again until you finish a long rest.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses