Oath of the Fury (5e Subclass)

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Oath Of The Fury[edit]

Paladin Sacred Oath

The Oath of the Fury is sworn by paladins who seek out dangers for the greater good. He delivers justice to those who are evil, deceitful, and destructive, and acts to keep law, order, and loyalty. The Oath of Fury was developed by paladins paying homage to Torm (God of lawful warfare, and The Loyal Fury) although other patrons who are of lawful gods of war may be used.

Tenets of the Fury
  • Honor: Without honor oaths are meaningless.
  • Obedience: Be obedient and loyal. But be wary of blind obedience, a servant working for an evil master is responsible to a higher authority in his loyalty.
  • Law: Strive to maintain law and order and to obey their masters to their utmost power with alert judgment and anticipation. The Furies stand, ever alert against corruption, and are expected to strike quickly and hard against any rot in the hearts of mortals. As the sword arm of justice, the Fury’s are expected to bring painful, quick deaths to betrayers. They are to question unjust laws by suggesting improvement or alternatives, not additions to them. Their fourfold duties are to the faith, family, masters, and all good fellow beings.
The Penance of Duty

Before advancing to 7th, 15th 18th, and 20th levels a Debt of Penance must be paid. For examples: Brom is a 6th level paladin and has not paid a Debt of Penance. The DM awards XP after a session and Brom mow has 23,001 XP points. Brom will continue to gather XP but not advance his level until his Debt of Penance is completed. The player and DM agree to have Brom serve at a temple of Sune during down time. Tarek just turned 6th level, on his next mission Tarek and his party thwart the actions of an evil lord. The player and DM agree once Tarek accumulates enough XP for 7th level he will advance normally.

  • Debt of Persecution: To repay their persecution of other religions, the truly faithful must aid other goodly religions in reestablishing themselves.
  • Debt of Dereliction: To atone for their abdication of duty to guard against strife, the Fury’s must expend all possible effort to eliminate any surviving cults of Bane, as well as other evil cults. The must oppose all efforts of cults of Cyricists, Xvimists, and evil organizations such as the Zhentarim.
  • Debt of Destruction: Followers of Torm are obliged to relieve the destruction to the magic weave incurred during the Time of Troubles. All dead magic areas are to be reported and repaired. In addition, all permanent results of the magical chaos of the Time of Troubles are to be similarly undone and all wild magic areas reported and eradicated.
Divine Weapon

Upon taking his oath the Fury forms a holy bond with his weapon. This is achieved by meditating (attuning) with his weapon for a long rest. You cannot be disarmed while wielding your Divine Weapon. While wielding your Divine Weapon it is treated as (magical +1). The paladin may dismiss the Divine Weapon into a sub-plane of existence or summon it as a bonus action. Only one weapon may be bonded to the Fury at a time. If the weapon is destroyed a new one must be created once a suitable weapon has been battle-tested.

Cantrips: Upon selecting this oath at 3rd level the paladin learns blade ward and produce flame if you don’t already have them from another source. Both are considered paladin spells and use the paladin’s Charisma as the casting modifier.

Oath Of The Fury Spells: You gain oath spells at The paladin levels listed.

Paladin Level Spells
3rd searing smite, compelled duel
5th Branding Smite, Prayer of Healing
9th Blinding Smite, revivify
13th Staggering Smite, Guardian of Faith
17th Banishing Smite, raise dead
Channel Divinity

Upon reaching 3rd level the paladin gains the following two Channel Divinity options. Which may be used once per short rest. Fury’s strike: Channeling you Divinity you imbue your Divine Weapon with energy. The effect lasts one minute. The weapon gives off bright radiant light within 10Ft, dim light for 20ft. radius. It deals 1d8 radiant damage per strike at level 3, 2d8 at level 9, and 3d8 at level 17. Fury’s Charge: Channeling your Divinity you teleport up to 30ft. to an unoccupied space in a flash of divine energy. This may be done as a bonus action before or after making an action.

Divine Mastery

By 7th level you have practiced extensively with your Divine Weapon the Fury gains an increase in Strength or Dexterity score by 1, to a maximum of 20.

Fury’s Aura

At 15th level your divine essence creates an aura protecting you and friendly creatures within 30ft. resistance to spells.

Fury’s Champion

At 20th level with your mastery of channeling divine power you become a avatar of faith. You gain the following abilities for one minute:

  • You are immune to all forms of charm and mind control.
  • You are resistant to all forms of damage.
  • When you make an attack action with your Divine Weapon on your turn you may make one additional attack as part of that action with that weapon.
  • You score a critical hit with your Divine Weapon on a roll of 19 or 20.

Once used you may not use this feature again without taking a long rest.

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