Oath of the Forsaken (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Oath of the Forsaken[edit]

Paladin Subclass

The Oath of the Forsaken binds paladins to the difficult path of self-realization. You may have recently obtained a new life goal which seems impossible to achieve, or perhaps you have no idea what to do and are on a journey to figure out what you want.

Paladins who follow this oath are always ready to learn and improve. This means they are often on the move and don’t stay in one place for too long.

Tenets of the Forsaken:[edit]

A paladin who assumes the Oath of the Forsaken swears to never stop their personal development, and to help others along their own path.

Growth. Any part of your personal journey will involve personal growth of some kind, whether it be through mistakes, the teachings of others or self-reflection, you must always be open to the fact that you are not perfect and can always grow more.

Acceptance. Everyone’s way of going through life is different, and you must respect those differences, even if you don't agree with them. However, this does not mean that harmful actions can’t have consequences.

Discovery. Part of the beauty of life is that there is always something new to be discovered just around the corner, make sure to be open to new experiences. Some might say that curiosity killed the cat, but I bet that cat was not equipped with powerful weapons and spells.

Guidance. While your personal growth is important, you must also take the opportunity to help other forsaken souls find their path.

Oath Spells:[edit]

You gain oath spells at the paladin levels listed.

Oath of the Forsaken Spells
Paladin Level Spells
3rd Expeditious Retreat, Sanctuary
5th Knock, Misty Step
9th Clairvoyance, Motivational Speech
13th Dimension Door, Freedom of Movement
17th Awaken, Reincarnate

Channel Divinity:[edit]

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

  • Guiding light. You can use your channel divinity to imbue yourself or an ally with divine guidance. As an action you touch a creature and imbue them with a sense of personal growth, the next time the affected creature rolls initiative they gain a bonus to the attack and damage roll of their first hit against a target, this bonus is equal to your charisma modifier with a minimum of 1. This bonus applies every time they attack a new creature for the duration of 1 minute.
  • Guiding hand. You can use your channel divinity to attempt to maneuver a something across the battlefield. As an action you select a creature or an object within 60 feet of you, if the target is a creature or an object being carried the target/holder must make a strength saving throw against your spell save DC. The target can choose to fail. On a failure they are moved up to 20 feet in any direction.

Aura of Freedom:[edit]

At 7th level, you emit an aura of liberty while you aren't incapacitated. You and any creatures of your choice within 10 feet of you gain advantage on saving throws against effects that would impair movement, this includes being paralyzed, stunned, incapacitated, grappled and restrained.

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

Unyielding March:[edit]

Beginning at 15th level, you have perfected your drive to always look to the future, your movement speed increases by 10 feet and you are immune to difficult terrain, additionally, climbing and swimming do not require any extra movement for you.

Fateful Awakening:[edit]

At 20th level, you throw away all your doubts and restraints, becoming your best self. You can use a bonus action to gain the following benefits for 1 minute.

  • When you use this feature and as a bonus action for its duration, you can teleport up to 60 feet away to a point you can see.
  • You have advantage on attacks made against a target if your last attack was against a creature other than the target.
  • You are immune to the following effects: paralyzed, stunned, incapacitated (unless unconscious), grappled and restrained.

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

Home of user-generated,
homebrew pages!


Advertisements: