Disclaimer: This is not official D&D content, nor is it necessarily balanced perfectly. Use at your own risk. If you are a player, make sure you have your DM’s approval before using this oath for your character.
The Oath of Conviction entails a commitment to upholding a specific code of conduct or scripture. Unlike most Oaths of Devotion, this oath is not necessarily a promise to uphold morality or virtue. Right and wrong, to paladins who swear this oath, may not mean the same thing as it means to others, and some paladins who swear this oath have been known to be callous, without mercy, without compassion, or even sadistic, using their oath even as an excuse for their cruelty. Thus, the bad reputation this oath has is not entirely undeserved, but there are still many (and perhaps more) paladins of this oath who are in fact paragons of virtue.
Tenets of Conviction
Because the codes or scriptures that paladins who swear the Oath of Conviction uphold vary widely, there are only some tenets that are shared (in some sense) by almost all of them.
Faithfulness. Always stay true to your code or scripture.
Duty. Always uphold your code or scripture, and enforce it when necessary.
No Mercy for the Unjust. Not all who break your code or disobey your scripture must be punished, but there must be consequences for grave transgressions.
Oath Spells
You gain oath spells at the paladin levels listed.
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sermon.As an action, you can fill your speech with magic, either uplifting or reprimanding listeners. All creatures of your choice within 40 feet of you who can hear you must make a Wisdom saving throw against your Paladin Spell Save DC. On a failure, a creature is charmed or frightened (your choice before using this feature) by you for 1 minute. It is not aware that you used magic to influence its mood.
Rebuke the Unjust. As an action, you can powerfully reproach a creature who goes against your code or scripture. Choose one creature that you can see, and that can see you. That creature must succeed on a Charisma saving throw against your Paladin Spell Save DC, with disadvantage if it is of a chaotic alignment. On a failure, the creature has disadvantage on attack rolls for 1 minute, and its speed is halved.
Aura of Denunciation
Starting at 7th level, your faithfulness helps you and your companions to see things exactly as they are. You and friendly creatures within 10 feet of you have advantage on Wisdom (Insight) checks, Intelligence (Investigation) checks, and Wisdom (Perception) checks while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Obedient Spirit
Starting at 15th level, your strict adherence to your code or scripture inspires you to greater bodily strength and clarity of mind. You are always under the effects of a bless spell while you are conscious.
Doctrine Exemplar
At 20th level, you can emulate the principles of your code or scripture, and be transformed by them. You may use your action to gain the following benefits for 1 minute:
An ability score of your choice becomes 24.
You may use an action on each of your turns to force all creatures within 30 feet of you to make a Charisma saving throw against your Paladin Spell Save DC. On a success, a creature takes 3d10 psychic damage, or 4d10 if it is of a chaotic alignment. On a failure, a targeted creature takes 6d10 psychic damage, or 7d10 if they are of a chaotic alignment.
Once you use this feature, you can’t use it again until you finish a long rest.
Note: The Oath of Conviction was made with the idea in mind that someone who firmly and immutably believes in a cause, code, or law is in or can easily be set into opposition to those who do not so firmly believe or adhere to that cause, code, or idea (whether or not the cause, code, or idea is true).
Mainly because of this, this Oath could be extremely problematic for party dynamics, depending on the code or scripture that a character chooses to uphold. Of course, that is partly why I made this: the openness to interpretation. The other reason is because I'd like a paladin archetype that is good for a major villain/antagonist. Some of the most dangerous and/or tragic characters in stories can be characters who firmly believe that what they do is right, especially when they are wrong.
Justice without mercy, allegiance to a false/cruel doctrine, using a scripture as an excuse for evil, inner doubt; all of these things and more can (hopefully) be used to deepen characters and further character or story development.
Made it this far, have you? Please give me some feedback! I am well aware that this needs, at the very least, some tweaking.
Edit log:
1. Added specification of DC for features forcing saves, added tooltips, Obedient Spirit now only works while you are conscious, name changed to Oath of Conviction. Thanks a lot to LeK for the suggestions!
I see a slight similarity with this and Oath of Conquest, but the similar idea is taken from two different perspective, I believe, therefore still its own concept.
The channel divinity features seem good, but I'd suggest adding to both the specification on the DC of the save roll (I believe it would be the normal Paladin Spell Save DC, but one can never be too specific with these things).
For the aura, I find it very fitting, but I'd probably make is a bonus equal to the CHA modifier of the paladin, rather than a straight advantage. I believe it would build a bit more on the power of the paladin to inspire confidence and purpose to their allies.
Obedient Spirit is a beautiful little boost, but I'd probably limit it to when the character is concious, as a 1d4 on Death Saves (for example) becomes a huge boost imho.
Justice Exemplar is really powerful, fitting a level 20 ability, but here again I'd suggest specifying the save roll DC.
Overall I like the idea, and for the name, since you also admitted "justice" might not be the most appropriate term to describe it, might I suggest "Oath of Conviction"?
I see a slight similarity with this and Oath of Conquest, but the similar idea is taken from two different perspective, I believe, therefore still its own concept.
The channel divinity features seem good, but I'd suggest adding to both the specification on the DC of the save roll (I believe it would be the normal Paladin Spell Save DC, but one can never be too specific with these things).
For the aura, I find it very fitting, but I'd probably make is a bonus equal to the CHA modifier of the paladin, rather than a straight advantage. I believe it would build a bit more on the power of the paladin to inspire confidence and purpose to their allies.
Obedient Spirit is a beautiful little boost, but I'd probably limit it to when the character is concious, as a 1d4 on Death Saves (for example) becomes a huge boost imho.
Justice Exemplar is really powerful, fitting a level 20 ability, but here again I'd suggest specifying the save roll DC.
Overall I like the idea, and for the name, since you also admitted "justice" might not be the most appropriate term to describe it, might I suggest "Oath of Conviction"?
Thank you for your feedback, LeK!
The lack of specification for the DC was an oversight on my part. I've changed that now.
I've also changed the bonus of the aura. At first, I thought that a Charisma bonus was too good (solid +5 vs. 4-5 average bonus with advantage), but now, seeing that the average paladin only has a +3/4 bonus to Charisma when they first get this, it seems more reasonable.
I'm not sure if the death save bonus is too powerful. Currently there are only two classes that get that bonus (that I know of): Bard and Monk. The question is whether or not the fact that there are so few is a good thing, or whether it should be changed. However, as Obedient Spirit may be a little overpowered either way, I am changing it for now to your suggestion.
Finally, the name change makes a lot of sense.
Thanks, again!
Rollback Post to RevisionRollBack
And that's all I have to say about that.
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OATH OF CONVICTION
A HOMEBREW PALADIN ARCHETYPE FOR D&D 5E
Created by Chrominator
Disclaimer: This is not official D&D content, nor is it necessarily balanced perfectly. Use at your own risk. If you are a player, make sure you have your DM’s approval before using this oath for your character.
The Oath of Conviction entails a commitment to upholding a specific code of conduct or scripture. Unlike most Oaths of Devotion, this oath is not necessarily a promise to uphold morality or virtue. Right and wrong, to paladins who swear this oath, may not mean the same thing as it means to others, and some paladins who swear this oath have been known to be callous, without mercy, without compassion, or even sadistic, using their oath even as an excuse for their cruelty. Thus, the bad reputation this oath has is not entirely undeserved, but there are still many (and perhaps more) paladins of this oath who are in fact paragons of virtue.
Tenets of Conviction
Because the codes or scriptures that paladins who swear the Oath of Conviction uphold vary widely, there are only some tenets that are shared (in some sense) by almost all of them.
Faithfulness. Always stay true to your code or scripture.
Duty. Always uphold your code or scripture, and enforce it when necessary.
No Mercy for the Unjust. Not all who break your code or disobey your scripture must be punished, but there must be consequences for grave transgressions.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Conviction Spells
Paladin Level
Spells
3rd
cause fear, snare
5th
hold person, shatter
9th
phantom steed, spirit guardians
13th
compulsion, guardian of faith
17th
commune, hold monster
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sermon. As an action, you can fill your speech with magic, either uplifting or reprimanding listeners. All creatures of your choice within 40 feet of you who can hear you must make a Wisdom saving throw against your Paladin Spell Save DC. On a failure, a creature is charmed or frightened (your choice before using this feature) by you for 1 minute. It is not aware that you used magic to influence its mood.
Rebuke the Unjust. As an action, you can powerfully reproach a creature who goes against your code or scripture. Choose one creature that you can see, and that can see you. That creature must succeed on a Charisma saving throw against your Paladin Spell Save DC, with disadvantage if it is of a chaotic alignment. On a failure, the creature has disadvantage on attack rolls for 1 minute, and its speed is halved.
Aura of Denunciation
Starting at 7th level, your faithfulness helps you and your companions to see things exactly as they are. You and friendly creatures within 10 feet of you have advantage on Wisdom (Insight) checks, Intelligence (Investigation) checks, and Wisdom (Perception) checks while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Obedient Spirit
Starting at 15th level, your strict adherence to your code or scripture inspires you to greater bodily strength and clarity of mind. You are always under the effects of a bless spell while you are conscious.
Doctrine Exemplar
At 20th level, you can emulate the principles of your code or scripture, and be transformed by them. You may use your action to gain the following benefits for 1 minute:
Once you use this feature, you can’t use it again until you finish a long rest.
Note: The Oath of Conviction was made with the idea in mind that someone who firmly and immutably believes in a cause, code, or law is in or can easily be set into opposition to those who do not so firmly believe or adhere to that cause, code, or idea (whether or not the cause, code, or idea is true).
Mainly because of this, this Oath could be extremely problematic for party dynamics, depending on the code or scripture that a character chooses to uphold. Of course, that is partly why I made this: the openness to interpretation. The other reason is because I'd like a paladin archetype that is good for a major villain/antagonist. Some of the most dangerous and/or tragic characters in stories can be characters who firmly believe that what they do is right, especially when they are wrong.
Justice without mercy, allegiance to a false/cruel doctrine, using a scripture as an excuse for evil, inner doubt; all of these things and more can (hopefully) be used to deepen characters and further character or story development.
Made it this far, have you? Please give me some feedback! I am well aware that this needs, at the very least, some tweaking.
Edit log:
1. Added specification of DC for features forcing saves, added tooltips, Obedient Spirit now only works while you are conscious, name changed to Oath of Conviction. Thanks a lot to LeK for the suggestions!
And that's all I have to say about that.
Hi Chrominator o/
I see a slight similarity with this and Oath of Conquest, but the similar idea is taken from two different perspective, I believe, therefore still its own concept.
The channel divinity features seem good, but I'd suggest adding to both the specification on the DC of the save roll (I believe it would be the normal Paladin Spell Save DC, but one can never be too specific with these things).
For the aura, I find it very fitting, but I'd probably make is a bonus equal to the CHA modifier of the paladin, rather than a straight advantage. I believe it would build a bit more on the power of the paladin to inspire confidence and purpose to their allies.
Obedient Spirit is a beautiful little boost, but I'd probably limit it to when the character is concious, as a 1d4 on Death Saves (for example) becomes a huge boost imho.
Justice Exemplar is really powerful, fitting a level 20 ability, but here again I'd suggest specifying the save roll DC.
Overall I like the idea, and for the name, since you also admitted "justice" might not be the most appropriate term to describe it, might I suggest "Oath of Conviction"?
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Perhaps, as Im sensing this is the general theme especially with the extra effects against chaotic alignment, call it Oath of Law.
Hi Chrominator o/
I see a slight similarity with this and Oath of Conquest, but the similar idea is taken from two different perspective, I believe, therefore still its own concept.
The channel divinity features seem good, but I'd suggest adding to both the specification on the DC of the save roll (I believe it would be the normal Paladin Spell Save DC, but one can never be too specific with these things).
For the aura, I find it very fitting, but I'd probably make is a bonus equal to the CHA modifier of the paladin, rather than a straight advantage. I believe it would build a bit more on the power of the paladin to inspire confidence and purpose to their allies.
Obedient Spirit is a beautiful little boost, but I'd probably limit it to when the character is concious, as a 1d4 on Death Saves (for example) becomes a huge boost imho.
Justice Exemplar is really powerful, fitting a level 20 ability, but here again I'd suggest specifying the save roll DC.
Overall I like the idea, and for the name, since you also admitted "justice" might not be the most appropriate term to describe it, might I suggest "Oath of Conviction"?
Thank you for your feedback, LeK!
The lack of specification for the DC was an oversight on my part. I've changed that now.
I've also changed the bonus of the aura. At first, I thought that a Charisma bonus was too good (solid +5 vs. 4-5 average bonus with advantage), but now, seeing that the average paladin only has a +3/4 bonus to Charisma when they first get this, it seems more reasonable.
I'm not sure if the death save bonus is too powerful. Currently there are only two classes that get that bonus (that I know of): Bard and Monk. The question is whether or not the fact that there are so few is a good thing, or whether it should be changed. However, as Obedient Spirit may be a little overpowered either way, I am changing it for now to your suggestion.
Finally, the name change makes a lot of sense.
Thanks, again!
And that's all I have to say about that.