Oath of the betrayed (5e Subclass)

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Oath of the Betrayed

Paladin Subclass

Be it a trusted friend stabbing you in the back or being looked over for your accomplishments the Paladin of the betrayed stands for those who were never allowed to reach their full potential. The dedication to making the world a better place is greater in a betrayed paladin than any other. Knowing the cruelty the world can throw at people gives them the righteous indignation to always soldier on to ensure all beings are given their fair shake at life and opportunities are present to all

Tenets of the betrayed

Empowering You must do everything in your power to ensure others are reaching their full potential.

Uphold the spirit The meaning of the law is far more important than the letter, loopholes are for snakes and little more.

Truth is Law Lying is for people afraid of conviction and commitment and has no place in the mind of one who knows what it’s like to be misled.

Unknown, not overlooked Make your voice heard, all will know your message, if not your name.

Oath spells Starting at third level you gain an expanded spell list that grows with more levels in this class.

LevelSpells
3rdBless, guiding bolt
5thWarding bond, zone of truth
9thHaste, remove curse
13thFreedom of movement, death ward
17thCircle of power, telepathic bond


Channel Divinity At 3rd level when you take this oath you gain the following two channel divinity options.

Fair deal: You can use an action to channel divinity to have a creature make a charisma saving throw. On a failure they must strike a bargain of some kind with you and you have advantage on persuasion, and the target has disadvantage on deception, during this dealing. Hostile creatures have advantage on the saving throw. You cannot get “something for nothing” in this deal, the player must offer something of value, to include their service for a time or for a task, to the target

Festering of unfairness: as an action you can remember the pain of your betrayal and lash out to implant this feeling on others. Creatures you choose within 10 feet make a wisdom saving throw, on a failure they are pitiful of themselves and have disadvantage to attack other creatures for Cha mod(min of 1) rounds.


Aura of opportunity: at 7th level you project the ideals of opportunity 10 feet around you (30 feet at level 18) You and friendly creatures in this aura have advantage on opportunity attacks.

Truth is law: At 15th level you act as the center of a zone of truth spell that you and creatures you choose at any time are immune to. You can turn this ability on or off at will. You can make a creature re roll it’s saving throw cha mod per day. If a creature passes the saving throw after rerolling once it is immune to this feature for 24 hours. You also gain cha mod bonus to insight while the zone is active.

Balance the fates: at 20th level you gain the ability to turn the tides of battle more effectively than ever before to ensure you and yours victory. For 1 minute In a 30 foot aura around you friendly creatures, but not yourself, gain;

•When falling to 0 hit points but not killed outright can make a constitution saving throw dc 20-your prof bonus-cha mod to drop to 1 hp instead. Each creature can only benefit from this feature one time in a 24 hour period.

•+2 to the ability score of each creatures’ choice lasts for the duration of this ability so long as they stay in the aura and a choice of constitution raises max hp by the proper amount but will only restore cha mod of “usable” hp, or will stabilize a creature but will not heal a 0hp PC. This can result in a score above 20, but not higher than 22.

•Gain cha mod as a bonus to all damage and healing rolls for the duration.

You cannot use this feature again until you finish a long rest


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