Oath of The Gargoyle (5e Subclass)

Oath of The Gargoyle

Prerequisite: Gargoyle

Paladins who vow the Oath of The Gargoyle seek to protect the mortal realm from constructs created by evil spellcasters. Thus, Gargoyles hone their mind, body, and spirit to be the ultimate weapons against such threats.

Paladins who follow The Gargoyle oath are ever vigilant in guarding their homes from sinister forces. To a Gargoyle, keeping a watchful eye and awareness about one's surroundings is as necessary as wearing armor in a battle.

Tenets of The Gargoyle

A paladin who assumes the Oath of The Gargoyles swears to safeguard the mortal realm from constructed threats.

Readiness

You are the shield against the monsters created by men. You must be able to strike at any moment.

Devotion

Your only goal is to protect those that need protection. Nothing else matters.

Vigilance

The threats you face are powerful and they are everywhere. Be ever alert.

Oath Spells

3rdDetect Good & Evil, Hunter's Mark
5thAlter Self, Misty Step
9thFly, Meld Into Stone
13thCharm Monster, Freedom of Movement
17thGreater Restoration, Seeming

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Share the Curse

You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each elemental or construct within 30 feet of you (that can hear you) must make a Wisdom saving throw. On a failed save, the creature is turned stone for 1 minute or until it takes damage.

Watcher's Will

You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, all the chosen creatures have advantage on Perception checks.

Unclosing Eyes

You are still alert while you are incapacitated. At 7th level, when you and any creature of your choice within 10 feet of you rolls initiative, you each gain a bonus to initiative equal to your Perception modifier and other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

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

Nerves of Stone

Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.

Vigilant Watcher

At 20th level, you manifest a spark of your diety's power in defense of your sacred oath. As a bonus action, you gain the following benefits for 1 minute:

• You gain truesight in a 120-foot radius.

• You have advantage on attack rolls against elementals and constructs. You can also force it to make a Charisma saving throw. On a failed save, the creature is magically paralyzed into it's statue form if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.

Once you use this bonus action, you can't use it again until you finish a long rest.


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