Homebrew:Oath of Unrest: Difference between revisions

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[[file:enlightenment.jpg|right|thumb|500px]]
[[file:unrest.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Oath of Enlightenment subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
__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.
{{sidebar|content1class=left|content1=A religious warrior. A zealot. Fearsome enough without undead energy propelling their blade.|content2class=right|content2=TASHA|style=clear:none}}
The Oath of Unrest is taken by those with unfinished business. They are driven by an overwhelming thirst for revenge against those who wronged them, or to complete a final, critical task left unfinished. Some of these paladins might have even met a cruel and undeserved end, but return from beyond the grave to finish its work, much like a revenant. It may have been at the will of a deity, some darker force, or the paladin itself. Regardless, none who swear this oath are left untainted, whether it be by the Shadowfell, a realm of the dead, or the paladin's own ambitions.


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.
This unusual state leaves dark marks on those who experience it. At your option, you can pick from or roll on the Oath of Unrest Paladin Quirks table to create a quirk for your character.


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.
{| class="wikitable"
|+ Oath of Unrest Paladin Quirks
! d6 !! Quirk
|-
| 1 || Your shadow moves in strange ways.
|-
| 2 || Your eyes appear to be empty sockets.
|-
| 3 || Your hair is ghostly white.
|-
| 4 || Your skin is ice-cold to the touch.
|-
| 5 || You speak only in raspy whispers.
|-
| 6 || You have a handprint burned into your shoulder.
|}


<blockquote><h3>Tenets of Enlightenment</h3>
<blockquote><h3>Tenets of Unrest</h3>
The tenets of the Oath of Enlightenment teach a paladin to seek learning whenever they can and to share it just as often.
The tenets of the Oath of Unrest are those of completing your unfinished business.


;Knowledge is Power
;Atonement
:The greater your understanding, the greater your influence.
:You failed the first time, you must always remember that.
;Lifelong Learning
;Vigilance
:Enlightenment can only be achieved by persistent curiosity and a humble willingness to learn.
:Be unwavering in your commitment to your task, you have been given a second chance for a reason.
;Teach the Untaught
;Debt
: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.
:For good or ill, those that returned you to life have bestowed on you a chance of redemption, you are eternally indebted.
;Seek First to Understand
;Focus
:Understanding others is more important than being right. Once you understand them, then you can teach them.</blockquote>
:Your task is the most important goal, there is no room for distractions.
</blockquote>


== 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 Oath of Unrest Spells table. See the Sacred Oath class feature for how oath spells work.


{| class="wikitable"
{| class="wikitable"
|+ Oath of Enlightenment Spells
|+ Oath of Unrest Spells
!Paladin Level !! Spells
!Paladin Level !! Spells
|-
|-
|3rd || ''[[spell:guiding-bolt|guiding bolt]]'', ''[[spell:comprehend-languages|comprehend languages]]''
|3rd || ''[[spell:disguise-self|disguise self]]'', ''[[spell:hex|hex]]''
|-
|-
|5th || ''[[spell:enhance-ability|enhance ability]]'', ''[[spell:levitate|levitate]]''
|5th || ''[[spell:hold-person|hold person]]'', ''[[spell:see-invisibility|see invisibility]]''
|-
|-
|9th || ''[[spell:blink|blink]]'', ''[[spell:tongues|tongues]]''
|9th || ''[[spell:animate-dead|animate dead]]'', ''[[spell:fear|fear]]''
|-
|-
|13th || ''[[spell:dimension-door|dimension door]]'', ''[[spell:divination|divination]]''
|13th || ''[[spell:locate-creature|locate creature]]'', ''[[spell:phantasmal-killer|phantasmal killer]]''
|-
|-
|17th || ''[[spell:awaken|awaken]]'', ''[[spell:contact-other-plane|contact other plane]]''
|17th || ''[[spell:reincarnate|reincarnate]]'', ''[[spell:scrying|scrying]]''
|}
|}


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


;Enrich Understanding
;Ghostly Visage
: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.
:You can manifest a terrifying form to scare those who stand in your way. When you make a Charisma ({{Intimidation}}) check, you can use your Channel Divinity to gain a +10 bonus to the roll. You can choose to use this feature after you roll the die, but before you know whether you succeeded or failed.
;Guiding Strike
;Protection from Pain
: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).
:You ward yourself against lesser pain. You can use your Channel Divinity as a bonus action to gain temporary hit points equal to your paladin level + your Charisma modifier (minimum of 0).


== Kindling Aura ==
== Horrifying Grasp ==
''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 can use an action to touch a creature within 5 feet of you and expend points from your Lay on Hands healing pool. The creature must make a Wisdom saving throw with a DC equal to your paladin spell save DC. On a failed save, it takes necrotic damage equal to the number of points expended and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn't stunned.
 
== Duty of the Deathless ==
''15th-level {{PAGENAME}} feature''


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.
The drive to complete your task is unwavering and those that attempt to deter you must be thwarted. You can't be charmed.


At 18th level, the range of this aura increases to 30 feet.
Additionally, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. If you have expended the use of your Channel Divinity feature when this happens, you regain your use of it. You can't do so again until you finish a long rest.


== Illuminated Mind ==
== Immortal Unrest ==
''15th-level {{PAGENAME}} feature''
''20th-level {{PAGENAME}} feature''


You are always under the effects of a ''[[spell:see-invisibility|see invisibility]]'' spell, and you have resistance to psychic damage.
You can use your action to take on an undying transformation. For 1 minute, you can cast the ''[[spell:animate-dead|animate dead]]'' spell as a bonus action on each of your turns without expending a spell slot. You can't use the spell to maintain control of a creature when you cast it in this way, only to create new undead servants.


== Transcendent Soul ==
If you die while in this state, your soul can inhabit the body of an undead servant created by this feature. You replace all of the target's statistics with your own and return to life through it with half of your hit points.
''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.
Once you have used this feature, you can't do so again until you finish a long rest.


[[category:homebrew paladin subclasses|Enlightenment]]
[[category:homebrew paladin subclasses|Unrest]]

Latest revision as of 17:23, 26 July 2025

(OOC: This is an implementation of the Oath of Unrest subclass from Tasha's Crucible of Everything Else volume 1)

Base Class: Paladin

The Oath of Unrest is taken by those with unfinished business. They are driven by an overwhelming thirst for revenge against those who wronged them, or to complete a final, critical task left unfinished. Some of these paladins might have even met a cruel and undeserved end, but return from beyond the grave to finish its work, much like a revenant. It may have been at the will of a deity, some darker force, or the paladin itself. Regardless, none who swear this oath are left untainted, whether it be by the Shadowfell, a realm of the dead, or the paladin's own ambitions.

This unusual state leaves dark marks on those who experience it. At your option, you can pick from or roll on the Oath of Unrest Paladin Quirks table to create a quirk for your character.

Oath of Unrest Paladin Quirks
d6 Quirk
1 Your shadow moves in strange ways.
2 Your eyes appear to be empty sockets.
3 Your hair is ghostly white.
4 Your skin is ice-cold to the touch.
5 You speak only in raspy whispers.
6 You have a handprint burned into your shoulder.

Tenets of Unrest

The tenets of the Oath of Unrest are those of completing your unfinished business.

Atonement
You failed the first time, you must always remember that.
Vigilance
Be unwavering in your commitment to your task, you have been given a second chance for a reason.
Debt
For good or ill, those that returned you to life have bestowed on you a chance of redemption, you are eternally indebted.
Focus
Your task is the most important goal, there is no room for distractions.

Oath Spells

3rd-level Oath of Unrest feature

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

Oath of Unrest Spells
Paladin Level Spells
3rd disguise self, hex
5th hold person, see invisibility
9th animate dead, fear
13th locate creature, phantasmal killer
17th reincarnate, scrying

Channel Divinity

3rd-level Oath of Unrest feature

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

Ghostly Visage
You can manifest a terrifying form to scare those who stand in your way. When you make a Charisma (IntimidationCharisma (Intimidation)skillWhen you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.) check, you can use your Channel Divinity to gain a +10 bonus to the roll. You can choose to use this feature after you roll the die, but before you know whether you succeeded or failed.
Protection from Pain
You ward yourself against lesser pain. You can use your Channel Divinity as a bonus action to gain temporary hit points equal to your paladin level + your Charisma modifier (minimum of 0).

Horrifying Grasp

7th-level Oath of Unrest feature

You can use an action to touch a creature within 5 feet of you and expend points from your Lay on Hands healing pool. The creature must make a Wisdom saving throw with a DC equal to your paladin spell save DC. On a failed save, it takes necrotic damage equal to the number of points expended and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn't stunned.

Duty of the Deathless

15th-level Oath of Unrest feature

The drive to complete your task is unwavering and those that attempt to deter you must be thwarted. You can't be charmed.

Additionally, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. If you have expended the use of your Channel Divinity feature when this happens, you regain your use of it. You can't do so again until you finish a long rest.

Immortal Unrest

20th-level Oath of Unrest feature

You can use your action to take on an undying transformation. For 1 minute, you can cast the animate dead spell as a bonus action on each of your turns without expending a spell slot. You can't use the spell to maintain control of a creature when you cast it in this way, only to create new undead servants.

If you die while in this state, your soul can inhabit the body of an undead servant created by this feature. You replace all of the target's statistics with your own and return to life through it with half of your hit points.

Once you have used this feature, you can't do so again until you finish a long rest.