Paladin
Base Class: Paladin

Upon joining a cause, kin, society, or etc, it is typically expected that you prove your loyalty. One of the best ways to prove this loyalty is by permanently representing it through a tattoo. With needles, ink, and flesh, you have sworn the highest form of devotion to a cause by printing onto yourself some kind of mark representing the community you're involved in. While a tattoo may just seem like a mundane print on skin, it has a meaning regardless. And because it contains meaning, especially to you, the special way of taking an oath can manifest as unique abilities.

Whatever may be the alignment in which determined the origin of your tattoo, it is the source of your power. Your tattoo is a signature of your commitment, and thus you gain the ability to manipulate your tattoo to perform special magical feats that can range from enchanting the mundane to creating spectral sigils. The power of your community and the bond signified by your brand allow you to show the world who and what you stand for.

Tenants of the Tattoo

The tenets of the Oath of the Brand are the pinnacle of devotion and commitment to an organization or group you swear allegiance to. Because of this, a paladin of this oath must be ready to become more than just themself, having joined something greater.

  • Community. Your community is your kin and are as close as blood. You are stronger because of your bond with them.
  • Representation. You and your marking represents your entire group. You must act with the mindset of what is best for your allegiance.
  • Ideals. The insignia you carry contains the ideals of your loyalties. You must believe in these ideals and be ready to defend them.
  • Reverence. Prove to the world that you and the community you represent are strong and are worthy of acknowledgement.

Oath of the Tattoo Spells

3rd-level Oath of the Tattoo feature

Whenever you finish a Long Rest, choose one type of spell tattoo: Arcane, Divine, or Primal. Consult the table below that corresponds to the chosen type; you have the spells listed for your Paladin level and lower prepared.

Arcane Tattoo Spells

Arcane Tattoo Spells
Paladin Level Spells
3 Faerie Fire
5 Enlarge/Reduce
9 Haste
13 Polymorph
17 Animate Objects

Divine Tattoo Spells

Divine Tattoo Spells
Paladin Level Spells
3 Sanctuary
5 Calm Emotions
9 Spirit Guardians
13 Guardian of Faith
17 Antilife Shell

Primal Tattoo Spell

Primal Tattoo Spells
Paladin Level Spells
3 Entangle
5 Pass Without Trace
9 Call Lightning
13 Mordenkainen's Faithful Hound
17 Wall of Stone

Invoke the Mark

3rd-level Oath of the Tattoo feature

As a Bonus Action, you can expend one use of this class’s Channel Divinity to invoke the power of your oath tattoo. This power is determined by the Oath Spell list you chose:

Arcane

Your tattoo is a blank rune that can tamper with magic. Choose any spell from the Wizard spell list of equal level to your Paladin spellcasting level that doesn’t require an Reaction to cast. As part of the same action, you cast that spell without expending a spell slot.

Divine

Your tattoo is a punishing ward against vagrants. You and three creatures of your choice within 10 feet of you gain a number d6’s of Temporary Hit Points equal to your Charisma modifier. Targets that damage creatures that have these Temporary Hit Points take 1d12 Radiant damage.

Primal

Your tattoo is your tie to nature, allowing it to inspire you. You ignore Difficult Terrain and gain a Climbing and Swimming speed equal to your Speed. As a Bonus Action, you can take the Dash action or Hide action even when you are only lightly obscured. This effect lasts for 1 hour.

Aura of Sigils

7th-level Oath of the Tattoo feature

Your tattoo becomes a magical ward that inprints itself onto nearby allies. You and allies within 10 feet of you that take Bludgeoning, Piercing, and Slashing damage can reduce the total damage taken by 1d6 (to a minimum of 0 damage).

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

Signature Weapon

15th-level Oath of the Tattoo feature

You can transfer your tattoo onto your weapons or arms, enchanting it. You can gain a bonus to damage rolls equal half your Charisma modifier (rounded up) on weapon attacks rolls and Unarmed Strikes and can treat weapons you're holding as a spellcasting focus. In addition, your weapon or Unarmed Strikes gain one of the following abilities determined by the Oath Spells you selected.

Healing Edge (Divine)

You can target an additional two creatures with your Lay on Hands as part of the same Bonus Action. In addition, the range of your Lay on Hands feature increases to 30 feet and creature gain an additional 1d6 Hit Points for every 5 Hit Points you expend from the pool of healing power.

Natural Swiftness (Primal)

Your speed increases by 5 feet, your movement no longer provokes Opportunity Attacks and you have Advantage on Dexterity saving throws. In addition, any creature of your choice that was within 5 feet of you before end of you turn can move an additional 10 feet at the start of their next turn.

Spell Recharge (Arcane)

When you finish a Short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Paladin level (round up). Once you recover spell slots with this feature, you can’t do so again until you finish a Long rest.

Glyphic Icon

20th-level Oath of the Tattoo Feature

You can reveal your Oath Tattoo and cause it to manifest into reality. When you take the Attack action, you can replace one of your attacks to create a Huge size spectral icon that resembles or represents your tattoo in an unoccupied space within 30 feet of you. While the icon persists, you gain the following benefits:

Attack and Cast. Any attack you make or spell you cast can be made as though you were in the icon’s space, but you must use your own senses.

Destroy. Any creature hostile to you that enters within 15 feet of the icon for the first time on its turn or starts its turn there takes up to 20 damage. The type of damage is determined by the Tattoo Oath Spell list you chose: Force (Arcane), Radiant (Divine), or Acid (Primal).

Move. On your turns, you can move the icon up to 60 feet to an unoccupied space you can see that is within 120 feet of yourself (no action).

The icon lasts for 1 minute, but it ends early if you are unconscious, dismiss it as a bonus action, or are further than 120 feet from it. Once you use this feature, you can't do so again until you finish a long rest, unless you expend a use of your Channel Divinity to use it again.

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