The Mother's Oath (5e Subclass)

The Oath of The Mother

Paladin 5e Subclass

The Mother's Oath is for paladins who wish to protect the innocent and slay the corrupted. not afraid to do what is necessary to protect innocents from harm. Paladins who follow this oath normally stem from two camps. they either come from a background where the paladin in question failed to save a person of importance to them or from a pained background where the paladin wants to rid the vile corruption from this world before anymore innocents came to harm.


Channel Divinity

when you take this oath at 3rd level, you can access to two channel divinity options.

~Abjure Corrupted: as an reaction, you present your holy symbol and speak a prayer of damnation, using your channel divinity. choose an enemy that has dealt damage to one ally. that enemy is forced to do a CON save (The DC for which is 8 + prof. bonus + CHAR modifier). Humanoids have disadvantage on the saving throw. on a failed save, the chosen enemy takes 3d8 psychic damage or half as much on a successful save. additionally, for the next 1 minute you have advantage on attack roles against the targeted enemy.

~Vow of Safety: as a bonus action, you can chant a vow of safety to your allies in the chaos of battle. using your vow of safety, you can target one ally within 20 feet. with this benefit, they gain a bonus to their AC equal to your CHAR modifier. this benefit lasts until either 1 minute has passed or the receiver falls unconscious.


The Mother's Aura

Starting at 7th level, your paladin starts to excrete an aura that is calming for allies but terrifying for enemies. whenever an alley withing 15 feet is attacked by an enemy, the paladin can force the enemy to take the same amount of damage they have dealt. this damage cannot be reduced or nullified in any way.

At 18th level, this aura extends to 35 feet.


Restless Protector

Starting at 15th level, you have become much more willing to sacrifice your personal health in order to save the lives of your allies. as a bonus action, you can magically transfer some of your hit points to an ally that is no further than 30 feet away. you can transfer no more than half your total hit points to another.

Additionally, you've trained your body to be an unyielding shield against your foes. you can gain the benefits of a long rest while preforming a light activity such as keeping watch, reading a book, ETC.


Emissary of Protection

At 20th level, you become an avatar of protection, which gives you the following benefits.

~You and all allies within a 40 foot radius have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).

~Whenever a creature damages you or your allies, it takes psychic damage equal to 2x the amount it dealt to you.

You regain the use of this feature when you finish a long rest.



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