Homebrew:Oath of Castigation: Difference between revisions

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[[file:enlightenment.jpg|right|thumb|500px]]
[[file:castigation.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[The Crooked Moon]]}}
__NOTOC__
__NOTOC__
{{base class|paladin|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|paladin|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
The Oath of Enlightenment is taken by paladins who seek for learning and growth and to share such knowledge and experience with others. As often as others call them teacher or mentor, they call themselves student and pupil.
Evil and wickedness are widespread and long-lived, but not infinite. Paladins who swear the Oath of Castigation root evil out to burn it away utterly, giving light to all that is innocent and good. Whether bound by the laws of mortals, their deity, or their own personal code, they relentlessly hunt down evil where it thrives. Paladins of this oath know evil cannot hide in any festering place once it burns.


These paladins spend much of their time trying to build up others, but they are also dedicated to bettering themselves. As they understand other people, they begin to comprehend their own place in the cosmos on a level rivaled by few. The greatest reach a transcendence that allows them to ignore limitations of the planes, levitating and teleporting as they wish.
<blockquote><h3>Tenets of Castigation</h3>
The tenets of the Oath of Castigation drive a paladin to act with conviction and without mercy in the destruction of wickedness.


Paladins of this oath seek learning as a means to improve their connection to and understanding of their god and the domains of their god’s portfolio. Some carry sketch pads and notebooks to record their learnings, while others might bring mats or wear caps to help them focus as they meditate and ponder on recent discoveries.
;Certainty
:Burn away all doubt in pursuit of duty
;Burn Wickedness
:The wicked and corrupt must burn to spare the innocent.
;Purge Sin
:Sin is forgiven through suffering equal to the pain it inflicted.</blockquote>


<blockquote><h3>Tenets of Enlightenment</h3>
The Wicked Nemeses table offers examples of malefactors, villains, and other evil beings that you have rooted out and purged in the past, or perhaps one you're still hunting. Facing these nemeses may have put you on the path of purging wickedness wherever it lurks.
The tenets of the Oath of Enlightenment teach a paladin to seek learning whenever they can and to share it just as often.


;Knowledge is Power
{| class="wikitable"
:The greater your understanding, the greater your influence.
|+ Wicked Nemeses
;Lifelong Learning
! 1d10 !! Nemesis
:Enlightenment can only be achieved by persistent curiosity and a humble willingness to learn.
|-
;Teach the Untaught
| 1 || A rotting vampire noble who spreads a deadly plague through the command of countless vermin
:Nothing worth learning should be kept to yourself; your knowledge and experience ought to be shared with the world, that others might learn as you have.
|-
;Seek First to Understand
| 2 || A brutal contract killer who sells their services to various cults and shadowy organizations
:Understanding others is more important than being right. Once you understand them, then you can teach them.</blockquote>
|-
| 3 || A charismatic cult leader who lords over a remote island, making seasonal sacrifices of mortals to ensure a bountiful harvest each year
|-
| 4 || An immensely intelligent flesh golem that killed its creator to pursue its own sinister work with strange science and gruesome experiments
|-
| 5 || An envious hag of the woods who corrupts the youth of small villages into committing horrific atrocities
|-
| 6 || A proud and vain heretic who gathers zealous followers after a bloody schism to initiate a brutal crusade in the name of their twisted beliefs
|-
| 7 || A once-renowned hunter now cursed with lycanthropy who has gone on bloody rampages
|-
| 8 || A relentless necromancer who scours ancient ruins for forbidden magic to free their otherworldly master from an eldritch prison
|-
| 9 || A strange amphibious creature that emerges from the depths to kidnap innocents and drag them below the water's surface for unknown purposes
|-
| 10 || A bloodthirsty revenant who was once a dark knight and now musters other Undead riders to bring about death and decay
|}


== Oath Spells ==
== Oath Spells ==
''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} feature''


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


{| class="wikitable"
{| class="wikitable"
|+ Oath of Enlightenment Spells
|+ {{PAGENAME}} Spells
!Paladin Level !! Spells
!Paladin Level !! Spells
|-
|-
|3rd || ''[[spell:guiding-bolt|guiding bolt]]'', ''[[spell:comprehend-languages|comprehend languages]]''
|3rd || ''[[spell:divine-favor|divine favor]]'', ''[[spell:inflict-wounds|inflict wounds]]''
|-
|-
|5th || ''[[spell:enhance-ability|enhance ability]]'', ''[[spell:levitate|levitate]]''
|5th || ''[[homebrew:chain of conviction|chain of conviction]]'', ''[[spell:hold-person|hold person]]''
|-
|-
|9th || ''[[spell:blink|blink]]'', ''[[spell:tongues|tongues]]''
|9th || ''[[spell:counterspell|counterspell]]'', ''[[spell:speak-with-dead|speak with dead]]''
|-
|-
|13th || ''[[spell:dimension-door|dimension door]]'', ''[[spell:divination|divination]]''
|13th || ''[[homebrew:consuming pyre|consuming pyre]]'', ''[[spell:locate-creature|locate creature]]''
|-
|-
|17th || ''[[spell:awaken|awaken]]'', ''[[spell:contact-other-plane|contact other plane]]''
|17th || ''[[spell:flame-strike|flame strike]]'', ''[[spell:hold-monster|hold monster]]''
|}
|}


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''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} feature''


You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.


;Enrich Understanding
;Castigate.
:You can use your Channel Divinity as an action to share knowledge and experience with others. As an action, choose one skill, and yourself or another creature you can see within 30 feet of you. The chosen creature gains proficiency with the chosen skill for 10 minutes.
:As an action, you can use your Channel Divinity to clap those you would bring to justice in fiery shackles. Choose a number of creatures up to your Charisma modifier (minimum of 1 creature) you can see within 30 feet of yourself. Each creature must succeed on a Strength saving throw or be wrapped in fiery shackles and have its speed reduced to 0 for 1 minute. As a bonus action, you can cause the shackles to flare. Each creature bound by the shackles takes 2d6 fire damage. A shackled creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
;Guiding Strike
;Incite.
:You can use your Channel Divinity to help teach and direct your allies in their strikes. When you hit with a weapon attack, choose an ally within 10 feet of you. The chosen ally can use its reaction to make one weapon attack with a bonus to the attack roll equal to your Charisma modifier (minimum of +1).
:As an action, you can use your Channel Divinity to better seek out wickedness and corruption. For the next 10 minutes, you have advantage on Intelligence ({{investigation}}) and Wisdom ({{insight}}) checks.
:During that time, you can take a bonus action to choose a creature you can see within 10 feet of you. The target must succeed on a Charisma saving throw or be frightened for 1 minute. While the target is frightened in this way, it can't speak a deliberate lie. The condition ends early if the target takes damage or if you use this bonus action again.


== Kindling Aura ==
== Kindling Aura ==
''7th-level {{PAGENAME}} feature''
''7th-level {{PAGENAME}} feature''


Whenever you or a friendly creature within 10 feet of you makes an Intelligence check, the creature gains a bonus to the roll equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
You and your allies within your Aura of Protection ignore creatures' resistance to fire and radiant damage, and when an affected creature hits with a weapon attack, it can deal fire damage instead of the weapon's normal damage type.


Additionally, when an ally within 10 feet of you hits a creature with a weapon attack, you can use your reaction to expend a spell slot and cause the attack to deal radiant damage to the target, in addition to the weapon’s damage. The damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
In addition, you and affected creatures in the aura can add your Charisma modifier (minimum of +1) to Intelligence ({{investigation}}) and Wisdom ({{insight}}) checks.


At 18th level, the range of this aura increases to 30 feet.
== Fervent Inquisitor ==
''15th-level {{PAGENAME}} feature''


== Illuminated Mind ==
Whenever a creature damages you or one of your allies within 30 feet of you that you can see, you can use your reaction to gain advantage on your next attack roll against the creature that dealt the damage.
''15th-level {{PAGENAME}} feature''


You are always under the effects of a ''[[spell:see-invisibility|see invisibility]]'' spell, and you have resistance to psychic damage.
Additionally, whenever you deal fire or radiant damage to a creature with half its hit points or fewer, you become aware of any lies the creature has willingly and knowingly spoken to you in the past 24 hours.


== Transcendent Soul ==
== Fire and Brimstone ==
''20th-level {{PAGENAME}} feature''
''20th-level {{PAGENAME}} feature''


You can use your action to assume the form of an enlightened, transcendent being. For 1 minute, you have advantage on all ability checks and saving throws, and you can use a bonus action on each of your turns to teleport to an unoccupied space you can see within 30 feet of you. Once you use this feature, you can’t use it again until you finish a long rest.
As a bonus action, you embody cleansing flame and gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a long rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).
 
* You gain immunity to fire damage.
* Lashes of divine flame increase your reach by 10 feet, and your melee attacks ignore half and three-quarters cover.
* When you hit a creature with an opportunity attack, or when a hostile creature ends its turn within your reach, it must succeed on a Charisma saving throw or be knocked prone and have its speed reduced to 0 until the start of its next turn.


[[category:homebrew paladin subclasses|Castigation]]
[[category:homebrew paladin subclasses|Castigation]]

Latest revision as of 18:49, 26 July 2025

(OOC: This is an implementation of the Oath of Castigation subclass from The Crooked Moon)

Base Class: Paladin

Evil and wickedness are widespread and long-lived, but not infinite. Paladins who swear the Oath of Castigation root evil out to burn it away utterly, giving light to all that is innocent and good. Whether bound by the laws of mortals, their deity, or their own personal code, they relentlessly hunt down evil where it thrives. Paladins of this oath know evil cannot hide in any festering place once it burns.

Tenets of Castigation

The tenets of the Oath of Castigation drive a paladin to act with conviction and without mercy in the destruction of wickedness.

Certainty
Burn away all doubt in pursuit of duty
Burn Wickedness
The wicked and corrupt must burn to spare the innocent.
Purge Sin
Sin is forgiven through suffering equal to the pain it inflicted.

The Wicked Nemeses table offers examples of malefactors, villains, and other evil beings that you have rooted out and purged in the past, or perhaps one you're still hunting. Facing these nemeses may have put you on the path of purging wickedness wherever it lurks.

Wicked Nemeses
1d10 Nemesis
1 A rotting vampire noble who spreads a deadly plague through the command of countless vermin
2 A brutal contract killer who sells their services to various cults and shadowy organizations
3 A charismatic cult leader who lords over a remote island, making seasonal sacrifices of mortals to ensure a bountiful harvest each year
4 An immensely intelligent flesh golem that killed its creator to pursue its own sinister work with strange science and gruesome experiments
5 An envious hag of the woods who corrupts the youth of small villages into committing horrific atrocities
6 A proud and vain heretic who gathers zealous followers after a bloody schism to initiate a brutal crusade in the name of their twisted beliefs
7 A once-renowned hunter now cursed with lycanthropy who has gone on bloody rampages
8 A relentless necromancer who scours ancient ruins for forbidden magic to free their otherworldly master from an eldritch prison
9 A strange amphibious creature that emerges from the depths to kidnap innocents and drag them below the water's surface for unknown purposes
10 A bloodthirsty revenant who was once a dark knight and now musters other Undead riders to bring about death and decay

Oath Spells

3rd-level Oath of Castigation feature

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

Oath of Castigation Spells
Paladin Level Spells
3rd divine favor, inflict wounds
5th chain of conviction, hold person
9th counterspell, speak with dead
13th consuming pyre, locate creature
17th flame strike, hold monster

Channel Divinity

3rd-level Oath of Castigation feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Castigate.
As an action, you can use your Channel Divinity to clap those you would bring to justice in fiery shackles. Choose a number of creatures up to your Charisma modifier (minimum of 1 creature) you can see within 30 feet of yourself. Each creature must succeed on a Strength saving throw or be wrapped in fiery shackles and have its speed reduced to 0 for 1 minute. As a bonus action, you can cause the shackles to flare. Each creature bound by the shackles takes 2d6 fire damage. A shackled creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Incite.
As an action, you can use your Channel Divinity to better seek out wickedness and corruption. For the next 10 minutes, you have advantage on Intelligence (InvestigationIntelligence (Investigation)skillWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.) and Wisdom (InsightWisdom (Insight)skillYour Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.) checks.
During that time, you can take a bonus action to choose a creature you can see within 10 feet of you. The target must succeed on a Charisma saving throw or be frightened for 1 minute. While the target is frightened in this way, it can't speak a deliberate lie. The condition ends early if the target takes damage or if you use this bonus action again.

Kindling Aura

7th-level Oath of Castigation feature

You and your allies within your Aura of Protection ignore creatures' resistance to fire and radiant damage, and when an affected creature hits with a weapon attack, it can deal fire damage instead of the weapon's normal damage type.

In addition, you and affected creatures in the aura can add your Charisma modifier (minimum of +1) to Intelligence (InvestigationIntelligence (Investigation)skillWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.) and Wisdom (InsightWisdom (Insight)skillYour Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.) checks.

Fervent Inquisitor

15th-level Oath of Castigation feature

Whenever a creature damages you or one of your allies within 30 feet of you that you can see, you can use your reaction to gain advantage on your next attack roll against the creature that dealt the damage.

Additionally, whenever you deal fire or radiant damage to a creature with half its hit points or fewer, you become aware of any lies the creature has willingly and knowingly spoken to you in the past 24 hours.

Fire and Brimstone

20th-level Oath of Castigation feature

As a bonus action, you embody cleansing flame and gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a long rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).

  • You gain immunity to fire damage.
  • Lashes of divine flame increase your reach by 10 feet, and your melee attacks ignore half and three-quarters cover.
  • When you hit a creature with an opportunity attack, or when a hostile creature ends its turn within your reach, it must succeed on a Charisma saving throw or be knocked prone and have its speed reduced to 0 until the start of its next turn.