Base Class: Paladin
A silhouette staggers into a desert town. A tattered cloak hangs upon their shoulders, their feet are bare, calloused and dusty, and only the glint of metal around their neck and the rhythmic clink of metal against metal reveals a hint of wealth. Those who see him assume armour to adorn his body beneath his cloak when they see the symbol of the divine around his neck. They dismiss him, as simply another paladin traversing their lands, hoping to save them through the power of his oath and god. And yet, when the urchin enters the tavern, no armour is revealed to those few curious onlookers. Only the weary and worn face of a traveller. But, before the curiosities clinging to the man can dissipate, an unforeseen event forces him back into the light of their attention. A chair falls from the deck above, and where it should strike the urchin, light flares into a shield protecting him. When asked how such protection came to be, for it was clearly not the wanderer's intent which called it, only a single answer is forthcoming. "When you tread the path of the blind faithful, you need not see dangers or wear armour for your lord to protect you; you need only faith."
The Oath of the Blind Faithful is a subclass which is mostly for RP but is still viable for play. The idea is that your paladin is somehow prevented, by choice or circumstance, from joining the faith of your choice. While this would normally be the end of a paladin's path, seeing as the lack of armour or weapons from your faith is crippling for a paladin, you refused the notion of abandoning your absolute devotion to your paladin's ideals. As such, your god has given you blessings which allow you to walk the path of the paladin, without the equipment or training it normally requires, with faith as your shield, and devotion your sword.
This, in practice, means that you get the spells and common abilities of a paladin, with all the unarmed and unarmoured flair of a monk. You pick the ideals and tenants of another oath, but gain the abilities of this subclass, allowing for roleplay in quite an interesting direction.
Oath Spells
At the levels 3, 5, 9, 13, and 17, a paladin gains two special spells. This is, however, more special for the blind faithful, for they have chosen the ideals and code of another oath, and they thus are influenced by that domain. This, in practice, means that the blind faithful, at all the aforementioned levels, chooses one spell of the two offered by their chosen oath, and gains another spell as seen below.
(If the image doesn't work, then:
3rd level: Arcane Weapon (This is UA, so if that is not allowed, then Absorb Elements.)
5th level: Misty Step
9th level: Beacon of Hope
13th level: Guardian of Faith
17th level: Steel Wind Strike (No components are needed, devotion is your weapon))
Channel Divinity
Those of the blind faithful wear no armour, yet remain silently protected by their gods at all times. This grants the blind faithful the equivalent of silent half plate at all times, a force of protection which only grows in power, as you gain the favour of the divine (Talk to your DM about advancement through the armour ranks as you level, but never get disadvantage on stealth.) This protection can take any form, from ghostly armour appearing to shield you when the divine sees it fit, to discs of divine power appearing whenever danger pounces. It could even take the form of simple luck, your divine patron shielding you from the harsh hand of faith as best they can.
Surging piety
You face doom or danger, yet you do not despair. Instead, you close your eyes, and leave your fate in the hands of the divine. This causes you to suffer the blinded condition for the duration of your turn, however, you also gain +5 AC, and perhaps even greater protection, should your divine see it fit.
Aura of Devotion
Devotion is your weapon, and as it grows, it permeates not just you, but all that surrounds you. This causes all weapons wielded by allies within 10 feet to be imbued with your faith, granting them bonus damage equal to half your Paladin level at every hit. (This might sound like a lot, but casters are OP, so this is simply a way to boost every martial in the party.)
Weopon of Devotion
Your weapon is imbued with the power of your devotion. This is a passive effect which can be toggled, but when active, it is clearly shown. Whether it be through the lines of your weapon blazing with divine light, or the shadows of the weapons of conquerors past overlapping on your blade, it is known that your blade is the vessel of faith. This imbuement of power causes any damage bonuses applied to your weapon to double. This means that dice are not doubled, but the strength bonus on your weapon is. This also means that should you be using a spell on the weapon causing a flat bonus, it is not affected. However, if the weapon itself is a +X weapon, that damage is multiplied, but the attack bonus is not.
Apple of a Divine's Eye
The piety of a single mortal is limited. At least, it should be, but the endless faith and devotion you have showered upon your divine has caused their favour to land upon you. This is displayed with a physical depiction of divine favour, whether it be a wreath of divine flowers, a floating crown of conquest, a simple halo, or any number of other signifiers, you are shown to be the favourite of a god, and their attention is always turned at least slightly towards you. This grants a series of effects
- The symbol of your favour grants you expertise in either persuasion or intimidation whe applicable.
- Anyone who strikes at you earns the ire of a divine, and as such are cursed slightly by the sliver of their mind always watching over you, giving a debuff of -1 AC whenever a creature successfully strikes you, for the next three turns.
- You can besiege your divine to turn their attention more directly to you, which has two outcomes. If the divine judges it correct for their attention to be drawn, which boosts the penalty for striking you to -2. But, if it is deemed an unworthy sight, you not only lose the penalty to your enemies, but even have it applied to you, so that whenever you strike an enemy, you lose 1 AC for three rounds.
Comments