Oath of War (5e Subclass)
Oath of War
Paladin
The Oath of War calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.
Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.
Tenets of War
Duty. Defeat the Enemies of your god, and show them NO mercy.
Service. Protect and Serve the servants of your god if your god wishes it.
Honor. Take pride and show honor and worth in the name of your god.
Reverence. Respect your god's race and hold them in the Highest Regard.
- Oath Spells
You gain oath spells at the paladin levels listed. No spell has its gameplay effects changed (unless otherwise stated), but all applicable should be "flavored" to involve your god.
Paladin Level | Spells |
---|---|
3rd | entangle, hex |
5th | hold person, warding bond |
9th | haste, spirit guardians (Looks and damage depends on your god) |
13th | resilient sphere, conjure minor elementals |
17th | circle of power, flame strike |
Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.
- Act of War
As a bonus action, you can focus against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
- Gods Wrath
As a bonus action, you call upon the aid of your god once again to unleash a powerful beam from the sky in a 30 foot radius centered on a point you choose within range. each creature which is hostile to you must make a constitution throw. On a failed save, a creature takes 3d6 damage (depends on god) and is frightened. On a successful save, it takes half as much damage and isn't frightened.
Aura of Warding
Beginning at 7th level, ancient magic lies so heavily upon you that it forms a ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
Undying Soldier
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.
Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.
Dread Lord
At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes damage (depends on your god) equal to 3d10 + your Charisma modifier.
After activating the aura, you can't do so again until you finish a long rest.
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