Oath of the Forgotten Powers (5e Subclass)
Oath of the Forgotten Powers[edit]
Paladin Oath
Deities have been around long before any of the races have. As time passed however, and as new pantheons came into and fell, many of those old deities and powers began to fade out of existence as did their followers. With few to no followers left, these deities lived out the remainder of their time within the Astral Sea; where they waited until what was left of their diminishing power faded away, and the calming embrace of eternal nothingness slowly enveloped them. Many though, still having final wishes or tasks that they had wished to complete and with no champion to carry out the tasks, tethered themselves hoping that someday a champion would beseech their power one last time in attempts to relive the glory days.
- Tenets of the Forgotten Powers
The tenets for the Oath of the Forgotten Powers are simple yet with a dull mind can be missed entirely. This oath emphasizes peace and rest above all else and can be broken down into these two principles.
- Closure and Solace. Many in life have regrets or unfinished business that can lead them to become bitter or angry in death and cause more harm for those they leave behind. Be the closure that they may have not gotten and bring solace to their mind, body, and spirit
- Remember the Memories and Stories of Old. As history goes on, there are more and more stories of old that are being forgotten. You are the last link between being completely forgotten and memories and stories continuing to live on for more to learn.
- Oath of Forgotten Powers Spells
Paladin Level | Spells |
---|---|
3rd | dissonant whispers, sleep |
5th | phantasmal force, moonbeam |
9th | hypnotic pattern, spirit guardians |
13th | divination, phantasmal killer |
17th | dream, synaptic static |
- Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Pierce the Veil. As a bonus action, you can call upon the powers of the Forgotten Ones to bless your eyesight, allowing you to pierce through the veils that layer reality. You gain truesight up to a range of 30 feet for 1 minute. This feature ends early if you are incapacitated by any means or are blinded.
Forgotten Powers Protection. You can use your Channel Divinity as a bonus action to call upon one of the Forgotten Powers to help to ensure that you remain their champion for a long time to come. For the next minute, as a reaction against an attack made against you, you can impose disadvantage on that attack for the duration.
- Aura of Closure
Starting at 7th level, you emit an almost translucently silver aura that helps shield you and your allies. You and friendly creatures within 10 feet of you reduce all nonmagical piercing, slashing, and bludgeoning damage by an amount equal to your Charisma modifier (minimum 1).
At 18th level, the range of this aura increases to 30 feet.
- Forgotten Power Roulette
Starting at 15th level you call upon the Forgotten Powers to imbue you with extra might. As an action, you present your Holy Symbol to the sky and call upon the aid of the Forgotten Deities to assist you. However, this pantheon will fight for the chance to lend you their powers, and thusly you might get aid from one of the five and it be unhelpful in the moment. You roll 1d20 and depending on the roll you will get the following effects from one of the, as shown on the table below.
If you roll a 1 to 8 on the roulette, you don't spend a use of this feature.
d20 Roll | Deity |
---|---|
1-8 | A'tok (The Mad Giant): Casts crown of madness on creature of choice (you must choose a target). |
9-12 | Regath (The Silent Shadow): Casts greater invisibility on self. |
13-16 | Y'mbola (The Erosive Blob): Casts vitriolic sphere. |
17-18 | Kytharis (The Frozen Lovers): Casts cone of cold. |
19-20 | Eternity (The Endless Void): Casts banishing smite, sending the target to the astral plane for judgement. |
Once you use this feature, you can't use it again until you finish a short or a long rest.
- Emissary of Forgotten Power
At 20th level, as an action, you can cause yourself to become a divine being that walks the layers of reality. For one minute, you gain the following benefits:
- Your eyes become fully translucent allowing you to see well throughout the layers of reality. You gain truesight for up to 120 feet and are unable to be blinded by any means.
- Your body begins to become silvered and almost ethereal. You have a flying speed equal to your walking speed and can hover, and you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If you return to your normal form while inside an object, you are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
- All attacks on you in this state are made at disadvantage, and you gain advantage on all saving throws.
Once you use this feature, you can't use it again until you finish a long rest.
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