Oath of the Cycle (5e Subclass)
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Oath of the Cycle[edit]
Saranit Klinklaykun https://www.artstation.com/artwork/vxvov |
Paladin Subclass
Paladins that take the Oath of the Cycle swear themselves to protect the sacred process of reincarnation, staving off the undead and other abominations to life. They see life as a cycle that has no ultimate end, just a series of ends and new beginnings. All life is sacred to the Oath of the Cycle.
- Oath of the Cycle Spells
The power of the cycle allows you to delve into the past lives of anyone that has taken this oath to an extent. Starting at 3rd level, you can prepare one extra spell. A spell prepared in this way can be from any class spell list. At 5th, 9th, 13th, and 17th level, you can prepare one more spell in this way.
Additionally, the Reincarnate spell is considered a Paladin spell for you.
- Channel Divinity - Legendary Feat
You can use your Channel Divinity to evoke the legendary actions of your deity's past lives. As a bonus action, you gain a +10 bonus to the next attack roll, ability check, or saving throw you make before the end of your next turn.
- Channel Divinity - Rebuke the Unnatural
You can use your Channel Divinity to reopen long-sealed wounds on those who defy the cycle of life. As an action, one creature you can see within 60 feet of you must succeed a Constitution saving throw against your spell save DC or take 2d10 + half your paladin level (rounded up) necrotic, radiant, or slashing damage (your choice). A construct or undead has disadvantage on this saving throw.
- Aura of Legend
Starting at 7th level, you emit an aura of legendary quality. You and each creature of your choice within 10 feet of you adds your Charisma modifier (minimum of +0) to any ability check it makes while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
- Aspect of a Past Life
Starting at 15th level, you choose one past life to tether yourself to. Choose one option below to gain the benefits of:
- Archmage: You take on an aspect of a powerful magician. You learn two cantrips of your choice from any spell list. Creatures of your choice within range of your aura of legend can also cast these cantrips. Whenever you cast a spell of 1st-level or higher or use a channel divinity option, you can change one of these cantrips.
- Assassin: You take on an aspect of a deadly assassin. As long as you are not incapacitated, you can use your bonus action to negate the disadvantage imposed on stealth by armor you and any creature within range of your aura of legend wears until the end of your next turn. Whenever you smite a creature using your divine smite or a smite spell, the target takes an additional 2d6 necrotic, poison, or radiant damage (your choice). Whenever you have advantage on a weapon attack roll, you deal 2d6 extra damage of the same damage type as one of the attack's damage types.
- Crusader: You take on an aspect of a legendary warpriest. You can use your channel divinity twice between short or long rests. When you use a channel divinity option, each creature within range of your aura of legend also benefits from it (a creature can activate Rebuke the Unnatural as an action before the end of its next turn).
- Healer: You take on an aspect of a powerful healer. Whenever you regain hit points or cause another creature that you touch to regain hit points, you gain a pool of hit points equal to the amount healed. You can divide those up among any number of willing creatures in your aura of legend as temporary hit points. A creature must have at least 1 hit point to gain temporary hit points in this way.
- Mystic: You take on an aspect of a revered psion. You gain the benefit of one Psionic Focus of one Psionic Discipline of your choice. You can switch between Psionic Focuses whenever you take a long rest or by expending a use of your channel divinity. Up to a number of other creatures of your choice within range of your aura of legend equal to your Charisma modifier (minimum of 0) also gain the benefits of your chosen Psionic Focus. You can change which creatures benefit using a bonus action.
- Navigator: You take on aspects of a famous explorer. Choose a type of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. You can switch between types of terrain whenever you take a long rest or by expending a use of your channel divinity. You have advantage on Intelligence and Wisdom checks related to such a terrain, and you are immune to the effects of difficult terrain when in a chosen terrain. Creatures of your choice within your aura of legend also benefit this feature.
- Scholar: You take on aspects of a renowned scholar. You understand all spoken language, you can choose for any language you speak to be understood, and you add your Charisma modifier to the result of any Intelligence check you make. Creatures of your choice within your aura of legend can also understand any spoken utterance.
- Thief: You take on aspects of a cunning burglar. As long as you are not incapacitated, you can use your bonus action to negate the disadvantage imposed on stealth by armor you and any creature within range of your aura of legend wears until the end of your next turn. Additionally, you and each creature of your choice that starts its turn within your aura of legend can take the Dash and Disengage actions as bonus actions.
- Traveler: You take on aspects of a renowned traveler. Your speed increases by 10 feet, and you gain proficiency with up to two skills or tools of your choice. Additionally, each creature of your choice that starts its turn within your aura of legend has its speed increased by 10 feet until the start of its next turn.
- Warrior: You take on aspects of a mighty warrior. You gain the benefits of one Fighting Style that you don't already have. Creatures of your choice within your aura of legend also benefit from the chosen Fighting Style, if they don't already. Additionally, whenever you cast a spell of 1st-level or higher, one creature of your choice within your aura of legend regains up to 1d10 + your Charisma modifier (minimum of +0) hit points.
- Avatar of Rebirth
Starting at 20th level, as an action, you can channel the power of the cycle to enter into a phoenix-like, divine form. For the next minute, you gain the following benefits:
- Choose one cantrip or 1st-level spell with a duration longer than instantaneous that targets a creature. You are under the effects of that spell while in this phoenix form, no concentration required.
- Each creature of your choice within your aura of legend must make a Wisdom saving throw at the start of each of its turns, taking 2d6 psychic damage on a failed save.
- Spells that resurrect the dead but don't create undead (such as Revivify instead of Animate Dead) that target creatures within your aura of legend don't require material components.
- The first time you make an attack roll, check, or saving throw during a turn, add 1d6 to the result.
- When this ability first activates and at the start of each of your turns thereafter, you and each creature of your choice within your aura of legend gains 10 temporary hit points.
- Whenever you use a channel divinity option, roll a d6. On an 6, you regain your use of channel divinity after the effect resolves.
- You are immune to being charmed and frightened.
- You can't have your age changed against your will.
- You have resistance to all damage.
If you die in this form, roll a d20. On a 15 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You disappear, but your gear remains. You reappear after 24 hours as if Reincarnate had been cast on you at 5th level. Your reincarnated form is the youngest adult age of its race.
Once you use this action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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