Paladin
Base Class: Paladin

The Oath of the Cycle is a difficult path for a paladin. Unlike many other oaths, the Cycle recognizes that life and death are inexorably linked. These paladins commit themselves to maintaining that life, death and rebirth rhythm at all costs. Members of this oath often find themselves either becoming deeply invested in living in the moment and maximizing experiences or drifting into a state of disconnected aloofness as they recognize the repetition of existence. They frequently find themselves identifying with druids, rangers and individuals that align with nature. Occasionally known as Preservers, paladins of the Oath of the Cycle tend towards lawful neutral or true neutral alignments. 

TENETS OF THE CYCLE

The tenets of the Oath of the Cycle are often tattooed in a circle on the forearm of a paladin as a reminder of their unending duties.

Life. Life invites death and is meaningless without end. Sustain life and abhor undeath.

Death. Death is a natural part of life. Accept it when necessary but control it when possible.

Rebirth. The Cycle must continue. Life and death are symbiotic phases of existence to be defended.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Cycle Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Cycle Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Decay. You can use your Channel Divinity to rot your enemies. As an action, you force a number of creatures equal to up to your Charisma modifier of your choice that you can see within 30 feet of you to make a Constitution saving throw. On a failed save, a creature takes necrotic damage equal to your paladin level.

Growth. You can use your Channel Divinity to regenerate your allies. As an action, you restore a number of hit points equal to twice your paladin level to a number of creatures equal to up to your Charisma modifier of your choice that you can see within 30 feet of you.

Aura of Balance

Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on death saving throws and cannot be unwillingly magically aged, even while you are unconscious.

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

Death and Rebirth

At 15th level, you’re able to directly channel the forces of life and death. You gain a pool of d12s equal to 1 + your Charisma modifier to power this feature.

Once on each of your turns when you make a weapon attack, you may expend one of these dice. Roll the die then add necrotic damage to the attack’s damage equal to the number rolled. You also restore a number of hit points to a creature you can see within 30 feet of you equal to the number rolled.

If you use this feature on the same turn as your Divine Smite feature, you may cause your weapon attacks and Divine Smite damage to do necrotic damage until the start of your next turn, instead of their normal damage types.

Your pool regains all expended dice when you finish a short rest.

Inevitability

At 20th level, you gain the ability to master the cycle of life and death as an action. For one minute, you may cast reincarnate as an action once per turn without the need of material components and an aura of blight extends from you in a 30-foot radius. Creatures of your choice in the aura take necrotic damage equal to your Charisma modifier at the start of their turn, can’t regain hit points and make Constitution saving throws at disadvantage.

Once you use this feature, you can’t use it again until you finish a long rest.

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