Paladin
Base Class: Paladin

The Oath of the Eternal Order rose from the orcs of a once-great kingdom. These people sought honor above all, and knew that a promise made was to be a promise kept. Their numbers were small as the tenets of devotion required a dedication that most couldn’t truly support, for it followed them into death and beyond. They are attached to the subject of their oath and often adorn their gear and quarters with reminders of this pledge. They rarely retain familial relationships upon swearing their commitment oaths.

Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity options.

Universal Truths. You can use your Channel Divinity to create a zone of truth as per the spell. When you do this, you may spend hit dice to extend the duration of this effect by one hour for each hit die that you expend.

Divine Inquiry. You can use your Channel Divinity to ask a creature a single, specific question. If you do, that creature must answer quickly and truthfully unless they succeed on a Wisdom saving throw. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier. A creature that succeeds on this saving throw and chooses to lie or mislead takes an amount of radiant damage equal to your paladin level in d6s. For example, a 5th level paladin of the Oath of the Eternal Order that uses this feature would inflict 16 (5d6) radiant damage to a creature.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Ancestral Warning

At 7th level, while you aren't incapacitated your ancestral spirits warn you and your allies of danger. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.

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

Spiritual Aid

Beginning at 15th level, your connection to the spirit world becomes stronger. You have an amount of uses of this ability equal to your charisma modifier and you regain all expended uses on a long rest.

  • Soul Blade. When you spend a spell slot to smite you can use this ability to do an extra 2d8 necrotic damage as your blade cuts their soul.
  • Ancestral Warding. When another creature you can see within 5 feet of you is hit by an attack roll you can use your reaction to boost their AC by 2 until the end of their next turn as spirits block the attack.

You can use this ability a number of times per day equal to your charisma modifier

An Oath Fulfilled

At 20th level, you fulfill your oath and become a physical manifestation of that promise. Your type changes to undead, but your physical form does not necessarily change. Your hair may turn grey, white, or even fall out, and your skin may become brittle or leathery; these details are yours to determine. Additionally, you gain the following powers:

• Limited Turn Immunity. If you would be turned (such as by a cleric’s ability to turn undead), you may choose to ignore that effect. Once you use this ability, it can’t be used again until you complete a short or long rest.

• Orb of Faith. You hurl a magical ball of manifest faith that explodes at a point you can see withing 120 feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. The sphere spreads around corners. A creature takes 35 (10d6) force damage and 35 (10d6) radiant damage on a failed save, or half as much damage on a successful one. Creatures that fail this saving throw by 5 or more are also stunned for a number of rounds equal to your Charisma modifier (minimum 1). Once you use this ability, it can’t be used again until you finish a long rest.t.

Previous Versions

Name Date Modified Views Adds Version Actions
2/17/2024 1:13:23 PM
8
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes