Oath of the Ancient Blades (5e Subclass)

Oath of the Ancient Blades

This Sacred Oath is sworn by most Cy'kn paladins. It promises to guard the ancient blades of Ji'He used to keep fiends from entering the material plane. It also teaches the archaic, intense techniques of the Cy'kn. These techniques require large amounts of focused repetition to learn. The principle is simple; as the blades of Ji'He protect the world, so shall yours. A blade when use correctly is just as effective as a shield, as long as you can focus on your opponent. Very few non-cy'kn have been allowed to attempt, or have completed the training for this oath, but it does happen.

Tenets of the Oath of the Keeper of the Ancient Blades

Zi'Sé (Focus).

A Keeper must not lose sight of their objectives.

Ur'Ma (Order).

A Keeper is ordained by the elders as a force of law to Cy'kn. It is one's duty to enforce this law.

Ka'Mu (Discipline).

A Keeper must have self-control, determination and tenacity.

Me'Sa (Balance).

A Keeper must be strong in both mind and body.

Ok'Um'Za (Keeping).

A Keeper must remember their primary duty: to protect the Blades of Ji'He.

Oath Spells

1st-level: Shield of Faith, False Life

2nd-level: Levitate, Darkvison

3rd-level: Fly, Fireball

4th-level: Zantetsuken, Blight

5th-level: Banishing Smite, Wall of Force

Fi'Za (Focused Blade)

As a bonus action, you present your holy symbol, and grant yourself advantage on attack rolls for 1 minute.

Re'Ja (Riposte Stance)

As an action, you present your holy symbol, granting yourself a +2 bonus to AC for 1 minute. Also, if an enemy misses you with a melee weapon attack during this time, you can take a reaction to make a melee weapon attack against them.

So'Gi (Angled Blade)

Starting at 3rd level, while you are wielding a glaive, you have a +2 bonus to your AC. You can make use of fighting styles whether their equipment based conditions are met or not (for example, you could make use of the Protection or Dueling fighting styles even though they require specific items held in specific ways). If your weapon is a +1-3 magic weapon, that bonus applies to the AC bonus as well.

Si'Da (Aura of Precision)

Starting at 7th level, you and friendly creatures within 10 feet of you gain a +1 bonus to their critical range (crit on 20 becomes 19-20, 19-20 becomes 18-20, 18-20 becomes 17-20, 17-20 becomes 16-20, and so on). At 18th level, the range of this aura increases to 30 feet.

Fu'Ci (Thoughtful Strikes)

Starting at 15th level, your weapon and spell attack rolls land a critical hit on a roll of 19-20.

Ke'Ma (Mental Ascension)

Starting at 20th level, you can enter a state of godlike focus as an action, granting you the following benefits for 1 minute:

  • You land a critical hit on a roll of 18-20.
  • You and allies within 30 feet of you have advantage on attack rolls and Intelligence, Wisdom and Charisma saving throws and checks.
  • Enemies have disadvantage on attack rolls against you, and you cannot be surprised.

Back to Main Page → 5e Homebrew → Character Options → Subclasses

gollark: Things winning is often not determined by actual merit but unrelated factors and random chance. This happens a lot in computing, where a terrible standard comes first or is supported by big companies or something, and nobody can ever get everyone to switch.
gollark: I think it's just the sugar molecules on their own and presumably very concentrated.
gollark: I agree.
gollark: It's entirely possible to be consistent here. I would probably not like someone who only talked about their drug use whatever that was, but it's hard to say as I've never actually interacted with any.
gollark: Saying "drugs are cringe" includes that.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.