Oath of the Silver Hand, Variant (5e Subclass)
From D&D Wiki
Oath of The Silver Hand[edit]
The Oath of the Silver Hand is a plead to an ancient order of sacred knights. Being a Knight of the Silver Hand means to be an honorable man above all things, who understands that his life is but a weapon to engage the evil in defense of the people and that no self-sacrifice is unworthy of appreciation if done for the greater good. Patience and Discipline are necessary, as well as kindness. Wrath and bravery are strong yet fleeting emotions, but a kind heart is unwavering and bends to no evil. The Silver Hand fight not to antagonize evil entities but to defend the innocent and just. They will not yield or back down because even if their flesh burns and their souls are lost, they must not show their backs to the enemy for the sake of their people. The Silver Hand that they bear is a symbol of sacrifice, the loss of a hand that inspired their quest even facing annihilation. These knights normally bear symbols of lions, a hand in silver, or hammers, which are often used as weapons by them.
Uther the Lightbringer, First to take the Silver Hand Oath |
Tenets Of The Silver Hand[edit]
Respect: You are taught to know and respect your superiors, and your allies. You are also required to give the same kind of respect to all except for your enemies.
Tenacity. You can't retreat, you can't refuse, and you can't surrender. These are options only in the event of death.
Compassion. You are bound to share others' feelings and try to help them as much as you can.
Honorable. Honor is held dear and near your heart, breaking an oath breaks you. You will never dishonor yourself or your order, and you rather die than doing so.
Oath of The Silver Hand Spells[edit]
Paladin Level | Spells |
---|---|
3rd | Hammer of Judgement, Lesser Wish |
5th | Lesser Restoration, Flash of Light |
9th | Blade of Justice, Revivify |
13th | Divine Power, Radiant Aura |
17th | Holy Fire, Mass Cure Wounds |
Channel Divinity[edit]
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
- Wake of Ashes
As an action, you channel the light through your weapon and lash out in radiant fury, using your Channel Divinity. Each creature within a 20ft cone must make a Dexterity saving throw (DC = 8 + Charisma modifier + your proficiency) or take (proficiency bonus)d6 fire and (proficiency bonus)d6 radiant + Your Paladin Level (your paladin level can be added to either damage type), have their movement speed reduced by half for the next minute and take damage equal to half of your proficiency bonus (rounded up) radiant or fire damage (your choice) at the start of each of their turns for next minute. On a successful save, they take half damage and suffer no additional effects. Demonic and Undead enemies make their saving throw at disadvantage and make an additional Charisma saving throw (DC = 8 + Charisma modifier bonuses + Strength modifier + your proficiency) and, on a failure, are stunned for 1 round in addition to the other effects.
- Tyr's Deliverance
As an action, you raise your weapon or hand to the air as you release a wave of light, using your Channel Divinity. Choose up to 5 creatures and instantly heal them for an amount equal to your proficiency bonus times 5 hitpoints, and then heal them an additional amount equal to your Charisma modifier for the next minute at the start of each of their turns. Additionally, for the next minute, any healing received by the affected creatures is increased by an amount equal to your Paladin level except healing from this Channel Divinity option.
Long Arm of the Law[edit]
Beginning at 3rd level, you can also channel the effects of Lay On Hands through the distance, being capable to target a creature from up to 15 feet from you instead of directly touching them, and your Lay on Hands feature can now be used as a bonus action.
At 18th level, the range of this effect extends to 30 feet.
Devotion Aura[edit]
Starting at 7th level, you exude an aura of silver light around you. Any friendly creatures within a 10 feet range add half your Charisma modifier (rounded up) rounded up to their total AC.
At 18th level, the range of this aura increases to 30 feet, and you may now instead add your full Charisma modifier to the AC of friendly creatures within range.
Renew the Vow[edit]
At 15th level, you become capable of using your Channel Divinity feature twice between short and long rests instead of once. Also, whenever you use a healing spell, you treat the amount of healing as if the spell was cast with a spell slot one level higher.
Avenging Wrath[edit]
At 20th level, as an action, you can assimilate the properties of the holy light and get empowered, turning into an Avatar of retribution. You explode with holy power as your holy power becomes so strong that it becomes tangible and forms a set of golden ethereal wings on your back.
This transformation lasts for 1 minute, you gain the following benefits:
- Whenever you strike a foe with the Divine Smite feature,You can choose to half the damage dealt and convert it into a healing pool that is immediately transfered to any creature inside of your aura. Choose any creatures within 30 feet of you, and divide those hit points among them. You can't use this feature on an undead or a construct.
- Your weapons strikes deal extra radiant damage equal to your paladin level and immune creatures are treated as if they were resistant.
- At the start of every turn of yours, you regain a 1st level spell slot.
- When you take the Attack action on your turn, you can make an additional attack as part of that action.
- The light that expands from your aura engulfs the shadows around, regardless of their source. At 30 feet range starting from you, its always considered bright light, ignoring even magical darkness.
Once you use this feature, you can't use it again until you finish a long rest.
Back to Main Page → 5e Homebrew → Character Options → Subclasses