Base Class: Paladin
Occasionally a person does so much good it inspires others to follow them and leave the world behind. These followers swear an oath to the linage of this great individual becoming their loyal dogs. Both the family and their dogs trust each other with their lives. Those who swear this oath put their utter faith in the lineage and throw away their own interests and morals to uphold those of the lineage. Wherever they walk those around them always know who they stand by, be that good or bad.
Tenants of Lineage
While the exact oath may differ from lineage to lineage the general tenants of the Oath of Lineage are quite simple. This oath emphasis the lineage's interests above all.
True Blood. You cannot refuse a direct order or request made by one directly related to the lineage.
Good of the Order. When acting independently you must do what would be beneficial for the lineage.
Blood Before You. If a situation would call for it, you must save the life of one from the lineage even if it costs your life.
You Before Them. Just as those of the lineage are more important than you, you are more important than everyone else. Keep yourself alive, you can't serve if you're dead.
Oath of Lineage Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Lineage Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Protection from Evil and Good, Shield of Faith |
| 5 | Aid, Zone of Truth |
| 9 | Beacon of Hope, Dispel Magic |
| 13 | Freedom of Movement, Guardian of Faith |
| 17 | Commune, Flame Strike |
Channel Divinity
When you take this oath at 3rd level, you gain the following three Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
- Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
- True Blood Blessing. As a reaction, you can use your Channel Divinity to grant a creature you can see within 30 feet advantage on their next attack. This effect lasts 1 minute or until True Blood Blessing is used again.
- Enforcer. As a bonus action, you can use your Channel Divinity to force a creature to make a Wisdom saving throw. On a failed save that creature gains disadvantage when making an attack against any creature other than you. The creature may remake the Wisdom saving throw at the start of each of their turns. The effect lasts until the creature succeeds in their Wisdom saving throw or for 1 minute.
Guard Dog
Your time spent serving the lineage has gifted you with a knack for telling when someone is lying. This has also taught you to spin your own web of lies. Starting at 7th level, you gain proficiency on Insight checks when determining if someone is lying to you. Additionally, you gain proficiency in deception. If you already have proficiency in deception, it becomes double proficiency.
At All Costs
Your devotion to the lineage has grown so strong it has started affecting other's resolve as well. Starting at 15th level, when you or an ally within 30 feet of you fails a saving throw you can use your reaction to change it to a success. You can use At All Costs a number of times equal to half your Charisma modifier (minimum once) rounded up. You gain all expended uses after finishing a long rest.
Right Hand Man
You have dedicated so much time to the lineage that they have offered you a seat at the table. Your influence cannot be exaggerated, both within the lineage and out. Starting at level 20 you gain the following effects.
- When you or your allies within 10 feet roll a 9 or below on a d20 on any charisma-based skill check you can treat the roll of the d20 as a 10.
- Non-allied creatures have disadvantage on any charisma-based skill check and saving throw when you are within 30 feet.
- During the first two rounds of initiative, hostile creatures have disadvantage on all attack rolls against you and your allies within 30 feet.
- When you or an ally makes a death saving throw you can use your reaction to change the roll on the d20 to a 20. Once you use this effect it cannot be used again until you finish a long rest.
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