Oath of Temperance

Oath of Temperance

The Oath of Temperance is taken by those who wish to use their resources to help others without receiving benefits or rewards. They value themselves no higher than the common man; those who take this oath are down to earth, seeing their job in the same vein that a farmer does plowing the land. Those that follow this path believe that all evil can be repented, and only wish for the good of all humanity.  

Tenants of Temperance

The tenants of those that follow this oath were creted by some of the humblest knights of the many Choirs. Those that follow them do so strictly, seeing them as hard rules meant to keep their egos in check.   Always Show Restraint. Power used recklessly can cause more harm than good.   Give Mercy. Everything and everyone has a shard of good in them. Give it a chance to emerge.   Be Humble. Remember that your job is no more important than the farmer or blacksmith's own.   Moderation of Ego. Understand that sometimes what you want is not what you need, or what needs to be done.  

Oath Spells

You gain oath spells at the paladin levels listed.  

Oath of Judgement Spells

Paladin Level Spells
3rd bless, heroism
5th calm emotions, hold person
9th glyph of warding, leomund's tiny hut
13th polymorph, otiluke's resilient sphere
17th hold monster, wall of force
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.   Repenting Prayer. As an action, you can pray for the soul of the creature you want to attack. For one minute, every attack you make against that creature may have your Wisdom modifier added to both the attack and damage rolls. Additionally, Divine Smite and spell-based smites do an extra 1d8 damage to that creature. You may not do lethal damage to this creature until the combat is over, and the creature commits another evil act, as per DM's discretion.   Vow of Humanity. As an action, when you see a frightened or charmed creature, you may present your holy symbol and begin to pray for that creature. That creature is no longer charmed or frightened.  

Life Saver

At 7th level, you produce an aura around you for 10 feet. When any creature is dealt damage while inside of your aura, you can use your reaction to split the damage equally between you and the creature, rounding up.    At 18th level, the range of this aura increases to 30 feet.  

Blessing of Mercy

At 15th level, when a creature you can see drops to 0 hit points, may cast cure wounds at 3rd-level on it as a bonus action within 1 minute. Each creature can only be targeted by this ability once per short or long rest. This casting of cure wounds does not use a spell slot.  

Savior of Souls

At 20th level, you can take the form of a Savior of Souls. You may gain a halo of radiant light, begin to exude a gentle aura, hush the sounds and levels of light around, or some other peaceful effects signaling your transformation. Using your action, you may undergo this transformation. For 1 minute you gain the following effects:  
  • You may roll a number of hit dice as an action, losing that much health and restoring it to all creatures of your choice within 10 feet of you.
  • Creatures you strike become unable to be killed from combat and treat all damage as non-lethal for 10 minutes or until they commit an evil act.
  • Allied creatures within 30 feet of you automatically pass saving throws that target only them, but you must make the same saving throw at disadvantage or suffer the effects.

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