Alle who swear their Oath to
Óðinn, God of Knowledge become his emissaries, and guardians within the realm of man. They are the sworn enemies of the Vanir and of the forces of
Ragnarök, and strive to learn as much as they can.
They yearn for Wisdom, acting cautiously in the face of any kind of challenge, rather than behaving recklessly. This is because they know the Allfather seeks lore and hoards knowledge above all.
Before striking, an Alle of Óðinn's Cult will try to listen and learn as much about their foe as they can. Yet, when the time is right, they will not hesitate, even if it means striking first, for the Allfather is nothing if not decisive.
Changes in Features
Divine Smite and Improved Divine Smite. You inflict your choice of phychic or radiant damage with Divine Smite and Improved Divine Smite.
Oath Spells
3rd: Detect Magic,
Disguise Self
5th: Augury,
Detect Thoughts
9th: Clairvoyance,
Hypnotic Pattern
13th: Confusion,
Divination
17th: Commune,
Seeming
Channel Divinity
At 3rd level, you gain the following two Channel Divinity options.
Cosmic Affinity. Once per Short Rest, a bonus action, you say a prayer to Óðinn and can cast a spell that normally reqires an action.
Turn the Heathen. As an action, you present your holy symbol and speak a prayer of the Allfather's Conquest. Each Vanir or Fiend that can see or hear you must make a Charisma saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can and it cannot willingly move into a space within a 30 foot radius. It also cannot take Reations.
Aura of Inspiration
Starting at 7th Level, you gain an aura of inspiration from the Allfather's passionate seeking. You and any creature within 10 feet of you gain 1D4 on Wisdom, Intelligence and Charisma ability Checks.
At 18th Level, the range of this aura increases to 30 feet.
Wise Trickery
Starting at 15th Level, Óðinn blesses you with cosmic insight, as well as his expertise in trickery. By using your channel divinity, you gain the following piece of knowledge about a creature.
● How its ability scores compare to yours, higher or lower.
● One of the things it is immune, resistant, or vulnerable to.
● Its ability save proficiencies.
● Is it proficient in a type of skill or weapon
Additionally, you make your Charisma ability checks as well as Intelligence and Wisdom saving throws, with advantage against that creature for 1 minute.
Invoke the Sacred Lore
At 20th Level, as an action, you can wake the power of Óðinn's sacred lore. He blesses you with his grip on magick and the cosmos itself. With this power you can relive his conquest of the 9 realms. For one minute, you gain the following features:
● You and friendly creatures with 30 feet of you make Intelligence and Wisdom saving throws with advantage.
● Hostile creatures within 30 feet of you make Intelligence and Wisdom saving throws with disadvantage.
● You may use the
Turn the Heathen option of your Channel Divinity, as a bonus action. Turned creatures also take psychic damage equal to your Charisma modifier when they are turned.
● Ravens swarm in, and a number of
Swarm of Ravens equal to your Charisma modfier are conjured within 300 feet of you. As a bonus action, you can order them to move and attack your foes.
Once you use this feature, you cannot use it again until you finish a long rest.
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