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A Few Paladin Oaths
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<blockquote data-quote="Chaosmancer" data-source="post: 7455242" data-attributes="member: 6801228"><p>So, a friend of mine has been working on creating some Paladin oaths. He has not gotten any level abilities, simply the Tenents, Oath Spells, and Channel Divinity options, but he wanted me to go ahead and put these out here and get some more eyes on them, since the community tends to have a more discerning eye. </p><p></p><p>There is also a Homebrewery link <a href="http://homebrewery.naturalcrit.com/share/HJbOH_lyX" target="_blank">here </a>if people would like to look at that instead of the text. </p><p></p><p></p><p><strong>Oath of the Hedge Knight</strong></p><p><strong></strong></p><p><strong></strong>[sblock]<strong><u><em>Sacred Tenents</em></u></strong></p><p><strong><u><em></em></u></strong></p><p>The ideals of the Hedge Knight vary from person to person, but these are the most common ideals of those who follow this oath.</p><p></p><p></p><p> <strong>Wanderer</strong> You live on the road. You might stay in one place for a while but no matter how long it is just a temporary reprieve from the road.</p><p></p><p></p><p> <strong>Prepared for Departure</strong> You are always ready to leave. Material possessions are a hinderance to your travels and the road is too harsh a place for luxury. The gear you carry is heavy enough no need to increase your burden.</p><p></p><p></p><p> <strong>Peace and Justice</strong> Do not seek to impose your will an morals on others. However, if you are looked upon to settle a dispute try to have both parties come to a mutual agreement rather than one force its will upon the other. Use the wisdom you have gained in your travels to help them settle the disagreement. </p><p></p><p></p><p> <strong>Share the Road</strong> You are not the only one who uses the road. Merchants, travelers, soldiers, mercenaries, thieves: all make use of it as well. Be courteous to those who you share the road with and protect the path they walk.</p><p></p><p></p><p> <strong>Return to the Straight and Narrow</strong> There are people who you meet that have lost their way. Help them return to the path that life has set before them.</p><p></p><p></p><p><u><em><strong>Oath Spells</strong></em></u></p><p></p><p></p><p>Paladin Level Spell</p><p></p><p>3rd <em>Sanctuary, Ceremony</em></p><p>5th <em>Prayer of Healing, Find Steed</em></p><p>9th <em>Thunder Step, Magic Circle</em></p><p>13th<em> Find person, Freedom of Movement</em></p><p>17th <em>Geas, Passwall</em></p><p></p><p></p><p><strong><u><em>Channel Divinity</em></u></strong></p><p></p><p> When you take this oath at 3rd level, you gain the following two channel divinity options.</p><p></p><p></p><p> <strong>Unhindered Journey</strong> As an action you raise your holy symbol and offer a prayer of freedom. You can target a number of creatures within 60' equal to your charisma modifier. Spells and effects that paralyze, restrain, paralyze or petrify automatically end.</p><p></p><p></p><p> <strong>Road's Gullet</strong> As an action you can raise your holy symbol and command the road to swallow your enemies. Choose a number of creatures equal to your charisma modifier that you can see within 60' that are on solid ground (Any surfce more than 1 foot thick); these creatures make a dexterity saving throw, the DC is equal to your spell save DC. Creatures on a paved road have disadvantage on this throw, on an unpaved path or dirt road have a -2 penalty on this throw. Creatures with a fly speed have advantage on this thorw, creatures larger than medium have advantage on this throw,</p><p></p><p> On a failed save the ground opens up and swallows the creature. The creature is restrained and starts suffocating (a suffocating creature can survive for a number of rounds equal to its constitution modifer (minimum of 1), on the next round it falls to 0 hp and is dying). A creature can make a strength saving throw equal to your spell save DC at the begining of their turn to end this effect or another creature can use thier action to make an athletics check to either let the suffocating creature breath for a turn (DC -3) or pull the creature out.</p><p></p><p></p><p> [/sblock]</p><p></p><p>Personally, this might be my favorite out of the three. The idea of the vagrant do-gooder appeals to me a lot. </p><p></p><p>Road's Gullet is a new addition, I'm personally nervous about it's power, do to the potential for suffocation. I'm not overly concerned with the fiddliness of the modifiers, I know it goes against traditional 5e design philosophy but it isn't something I want to focus a lot on. </p><p></p><p></p><p><strong>Oath of the Penitent </strong></p><p><strong></strong></p><p>[sblock] <u><em><strong>Sacred Tenet's</strong></em></u></p><p><u><em><strong></strong></em></u></p><p>These tenets are not wholly universal to those who take this Oath however they follow similar guide lines. </p><p></p><p></p><p> <strong>Protect the Innocence</strong> there are people who will never hold a weapon or know bloodshed. Your duty is to keep them ignorant from the strife and pain of conflict.</p><p></p><p></p><p> <strong>Beyond Redemption</strong> Something that have done can never be erased or eased. An indelible mark of defilement has tainted your soul and corrupted your being. You won't be redeemed for your actions, but your salvation lies in the lives you save from your same fate.</p><p></p><p></p><p> <strong>Second Chance</strong> There are very few truly evil beings in this world. Stay your blade and allow a single chance for repentance. There are no third chances</p><p></p><p></p><p> <strong>Merciful End</strong> Do not bring undue harm to even the most wicked and wretched opponent.</p><p></p><p></p><p> <strong>More than a Blade</strong> There is more that you can do than stand on blood-soaked battlefields and die in infested halls. Master a tradecraft or skill and make more out of your life. Pass on this knowledge: for one day when the last war is fought, the trades of peace are more valuable than the sharpest blade.</p><p></p><p><u><em><strong>Oath Spells</strong></em></u></p><p><u><em><strong></strong></em></u></p><p><u><em><strong></strong></em></u></p><p>Paladin Level Spell</p><p></p><p>3rd<em> Command, Inflict Wounds</em></p><p>5th <em>Darkness, Bane</em></p><p>9th <em>Enemies Abound, Haste</em></p><p>13th<em> Compulsion, Hallucinatory Terrain</em></p><p>17th <em>Dominate Person, Enervation</em></p><p></p><p></p><p><strong><u><em>Channel Divinity</em></u></strong></p><p></p><p> When you take this oath at 3rd level, you gain the following two channel divinity options.</p><p></p><p></p><p> <strong>Fall to Chaos</strong> As an action, you present your holy symbol and speak a prayer of damnation, using your holy symbol. Choose a number of creatures up to your charisma modifier (minimum of 1) to make a charisma saving throw. Creatures you are already in combat with or who dislike you have disadvantage on this throw. Creatures immune to being charmed automatically succeed on this check.</p><p></p><p></p><p> On a failed save, the creatures spends its next turn moving toward you by the most direct route. Until they are within melee range they are only able to use the dash action. They will move around obviously hostile terrain but will still provoke opportunity attacks. These creatures have disadvantage to attack anyone else and cannot gain advantage on their attacks due to flanking. When they are in melee range they use their action to make as many melee attacks on you as they can. These attacks cannot gain the benifit of any additional abilities, such as rouge's sneak attack or wolf's pack tactics. They can repeat the save at the end of their turn but, if they were dealt damage by you this round they make the save at disadvantage. After one minute this effect ends.</p><p></p><p></p><p> <strong>A Cross to Bear</strong> As a bonus action, you cradle your holy symbol and whisper a prayer of strength. For the next ten minutes, you ignore detrimental effects of cursed items you are carrying, curses you are under, and have resistance to damage done by hexes and magical traps. Any conditions you are under the effect of are postponed for ten minutes.</p><p></p><p>[/sblock]</p><p></p><p>Originally this one was called the Oath of the Damned, but I prefer this new flavor. Also, the Channel Divinity now called "Fall to Chaos" is both a really cool aggro ability and just evokes incredibly thematic scenes for this kind of Paladin. </p><p></p><p></p><p><strong>Oath of the Blind Eye</strong></p><p><strong></strong></p><p>[sblock] <u><em><strong>Sacred Tenet's </strong></em></u></p><p><u><em><strong></strong></em></u></p><p><strong>Secrecy and Silence</strong> Keep what you know to yourself as much as possible. The more who know the better the chance that someone or something with evil intent will hear. Only two can keep a secret if one of them is dead. </p><p></p><p></p><p> <strong>Blissful Ignorance</strong> The secrets you keep and destroy make life easier, more peaceful, and happier for those who never knew the horrors you keep locked away.</p><p></p><p></p><p> <strong>Seek the Wicked</strong> There are many sources of evil and wicked knowledge in this world. Listen to the whispers in the shadows and seek their source. No theory to outlandish no trail to cold.</p><p></p><p></p><p> <strong>Liars Bane</strong> Those who speak falsehoods, especially malevolently or for their own gain, should be taught the error in their ways.</p><p></p><p></p><p> <strong>Sow Good Seeds</strong> On your travels you will find people that can benefit from what you know. Good people can do a lot with good knowledge, teach those who will listen and pass the good word on.</p><p></p><p></p><p></p><p><u><em><strong>Oath Spells</strong></em></u></p><p><u><em><strong></strong></em></u></p><p><u><em><strong></strong></em></u>Paladin Level Spell</p><p></p><p>3rd<em> Comprehend Languages, Identify</em></p><p>5th<em> Knock, Misty Step</em></p><p>9th <em>Dispel Magic, Spirit Guardians</em></p><p>13th <em>Arcane Eye, Speak with Dead</em></p><p>17th<em> Synaptic Static, Legend Lore</em></p><p></p><p></p><p></p><p><u><em><strong>Channel Divinity</strong></em></u></p><p></p><p><strong>Hear no Evil, See no Evil</strong> For the next minute hostile creatures that enter within 10' of you need to make a charisma saving throw equal to your spell save DC. On a failed save the creature is blinded and deafened. An effected creature can repeat the saving throw at the end of their turn.</p><p></p><p></p><p> <strong>Think No Evil</strong> Choose a number of creatures equal to your charisma modifier within 60' of you. These creatures make a intelligence saving throw equal to your spell save DC or be stunned for 1 minute.</p><p></p><p></p><p>[/sblock]</p><p></p><p>The one I've worked with him the least on. An important editing note, both of the channel divinities for this oath should have the save repeated at the end of the creature's turn. I did not edit this myself, because I don't know if he will edit the primary document before people see it and I did not want too different versions in case they did. </p><p></p><p></p><p>Please let us know what you think and how these might be improved, or if they look good enough for the table.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7455242, member: 6801228"] So, a friend of mine has been working on creating some Paladin oaths. He has not gotten any level abilities, simply the Tenents, Oath Spells, and Channel Divinity options, but he wanted me to go ahead and put these out here and get some more eyes on them, since the community tends to have a more discerning eye. There is also a Homebrewery link [URL="http://homebrewery.naturalcrit.com/share/HJbOH_lyX"]here [/URL]if people would like to look at that instead of the text. [B]Oath of the Hedge Knight [/B][sblock][B][U][I]Sacred Tenents [/I][/U][/B] The ideals of the Hedge Knight vary from person to person, but these are the most common ideals of those who follow this oath. [B]Wanderer[/B] You live on the road. You might stay in one place for a while but no matter how long it is just a temporary reprieve from the road. [B]Prepared for Departure[/B] You are always ready to leave. Material possessions are a hinderance to your travels and the road is too harsh a place for luxury. The gear you carry is heavy enough no need to increase your burden. [B]Peace and Justice[/B] Do not seek to impose your will an morals on others. However, if you are looked upon to settle a dispute try to have both parties come to a mutual agreement rather than one force its will upon the other. Use the wisdom you have gained in your travels to help them settle the disagreement. [B]Share the Road[/B] You are not the only one who uses the road. Merchants, travelers, soldiers, mercenaries, thieves: all make use of it as well. Be courteous to those who you share the road with and protect the path they walk. [B]Return to the Straight and Narrow[/B] There are people who you meet that have lost their way. Help them return to the path that life has set before them. [U][I][B]Oath Spells[/B][/I][/U] Paladin Level Spell 3rd [I]Sanctuary, Ceremony[/I] 5th [I]Prayer of Healing, Find Steed[/I] 9th [I]Thunder Step, Magic Circle[/I] 13th[I] Find person, Freedom of Movement[/I] 17th [I]Geas, Passwall[/I] [B][U][I]Channel Divinity[/I][/U][/B] When you take this oath at 3rd level, you gain the following two channel divinity options. [B]Unhindered Journey[/B] As an action you raise your holy symbol and offer a prayer of freedom. You can target a number of creatures within 60' equal to your charisma modifier. Spells and effects that paralyze, restrain, paralyze or petrify automatically end. [B]Road's Gullet[/B] As an action you can raise your holy symbol and command the road to swallow your enemies. Choose a number of creatures equal to your charisma modifier that you can see within 60' that are on solid ground (Any surfce more than 1 foot thick); these creatures make a dexterity saving throw, the DC is equal to your spell save DC. Creatures on a paved road have disadvantage on this throw, on an unpaved path or dirt road have a -2 penalty on this throw. Creatures with a fly speed have advantage on this thorw, creatures larger than medium have advantage on this throw, On a failed save the ground opens up and swallows the creature. The creature is restrained and starts suffocating (a suffocating creature can survive for a number of rounds equal to its constitution modifer (minimum of 1), on the next round it falls to 0 hp and is dying). A creature can make a strength saving throw equal to your spell save DC at the begining of their turn to end this effect or another creature can use thier action to make an athletics check to either let the suffocating creature breath for a turn (DC -3) or pull the creature out. [/sblock] Personally, this might be my favorite out of the three. The idea of the vagrant do-gooder appeals to me a lot. Road's Gullet is a new addition, I'm personally nervous about it's power, do to the potential for suffocation. I'm not overly concerned with the fiddliness of the modifiers, I know it goes against traditional 5e design philosophy but it isn't something I want to focus a lot on. [B]Oath of the Penitent [/B] [sblock] [U][I][B]Sacred Tenet's [/B][/I][/U] These tenets are not wholly universal to those who take this Oath however they follow similar guide lines. [B]Protect the Innocence[/B] there are people who will never hold a weapon or know bloodshed. Your duty is to keep them ignorant from the strife and pain of conflict. [B]Beyond Redemption[/B] Something that have done can never be erased or eased. An indelible mark of defilement has tainted your soul and corrupted your being. You won't be redeemed for your actions, but your salvation lies in the lives you save from your same fate. [B]Second Chance[/B] There are very few truly evil beings in this world. Stay your blade and allow a single chance for repentance. There are no third chances [B]Merciful End[/B] Do not bring undue harm to even the most wicked and wretched opponent. [B]More than a Blade[/B] There is more that you can do than stand on blood-soaked battlefields and die in infested halls. Master a tradecraft or skill and make more out of your life. Pass on this knowledge: for one day when the last war is fought, the trades of peace are more valuable than the sharpest blade. [U][I][B]Oath Spells [/B][/I][/U] Paladin Level Spell 3rd[I] Command, Inflict Wounds[/I] 5th [I]Darkness, Bane[/I] 9th [I]Enemies Abound, Haste[/I] 13th[I] Compulsion, Hallucinatory Terrain[/I] 17th [I]Dominate Person, Enervation[/I] [B][U][I]Channel Divinity[/I][/U][/B] When you take this oath at 3rd level, you gain the following two channel divinity options. [B]Fall to Chaos[/B] As an action, you present your holy symbol and speak a prayer of damnation, using your holy symbol. Choose a number of creatures up to your charisma modifier (minimum of 1) to make a charisma saving throw. Creatures you are already in combat with or who dislike you have disadvantage on this throw. Creatures immune to being charmed automatically succeed on this check. On a failed save, the creatures spends its next turn moving toward you by the most direct route. Until they are within melee range they are only able to use the dash action. They will move around obviously hostile terrain but will still provoke opportunity attacks. These creatures have disadvantage to attack anyone else and cannot gain advantage on their attacks due to flanking. When they are in melee range they use their action to make as many melee attacks on you as they can. These attacks cannot gain the benifit of any additional abilities, such as rouge's sneak attack or wolf's pack tactics. They can repeat the save at the end of their turn but, if they were dealt damage by you this round they make the save at disadvantage. After one minute this effect ends. [B]A Cross to Bear[/B] As a bonus action, you cradle your holy symbol and whisper a prayer of strength. For the next ten minutes, you ignore detrimental effects of cursed items you are carrying, curses you are under, and have resistance to damage done by hexes and magical traps. Any conditions you are under the effect of are postponed for ten minutes. [/sblock] Originally this one was called the Oath of the Damned, but I prefer this new flavor. Also, the Channel Divinity now called "Fall to Chaos" is both a really cool aggro ability and just evokes incredibly thematic scenes for this kind of Paladin. [B]Oath of the Blind Eye [/B] [sblock] [U][I][B]Sacred Tenet's [/B][/I][/U] [B]Secrecy and Silence[/B] Keep what you know to yourself as much as possible. The more who know the better the chance that someone or something with evil intent will hear. Only two can keep a secret if one of them is dead. [B]Blissful Ignorance[/B] The secrets you keep and destroy make life easier, more peaceful, and happier for those who never knew the horrors you keep locked away. [B]Seek the Wicked[/B] There are many sources of evil and wicked knowledge in this world. Listen to the whispers in the shadows and seek their source. No theory to outlandish no trail to cold. [B]Liars Bane[/B] Those who speak falsehoods, especially malevolently or for their own gain, should be taught the error in their ways. [B]Sow Good Seeds[/B] On your travels you will find people that can benefit from what you know. Good people can do a lot with good knowledge, teach those who will listen and pass the good word on. [U][I][B]Oath Spells [/B][/I][/U]Paladin Level Spell 3rd[I] Comprehend Languages, Identify[/I] 5th[I] Knock, Misty Step[/I] 9th [I]Dispel Magic, Spirit Guardians[/I] 13th [I]Arcane Eye, Speak with Dead[/I] 17th[I] Synaptic Static, Legend Lore[/I] [U][I][B]Channel Divinity[/B][/I][/U] [B]Hear no Evil, See no Evil[/B] For the next minute hostile creatures that enter within 10' of you need to make a charisma saving throw equal to your spell save DC. On a failed save the creature is blinded and deafened. An effected creature can repeat the saving throw at the end of their turn. [B]Think No Evil[/B] Choose a number of creatures equal to your charisma modifier within 60' of you. These creatures make a intelligence saving throw equal to your spell save DC or be stunned for 1 minute. [/sblock] The one I've worked with him the least on. An important editing note, both of the channel divinities for this oath should have the save repeated at the end of the creature's turn. I did not edit this myself, because I don't know if he will edit the primary document before people see it and I did not want too different versions in case they did. Please let us know what you think and how these might be improved, or if they look good enough for the table. [/QUOTE]
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