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Oath of Faith

The Oath of Faith is for those whose trust in their divinity, their conviction, and their own fate, is absolute. The holy warriors of this creed cast aside any misgivings of their choices. There is a plan for all, and to walk the path set out for you is the greatest honor. Paladins of this oath are called upon when all hope seems lost, sent on missions that would be considered foolish for even the most devoted servants. Their ability to face terrible odds with not just courage, but the selfassurance that their cause is just enough to succeed, lends them an almost supernatural ability to turn a terrible situation towards victory. Where darkness grows, the light of the Oath of Faith shines in spite of it.

Tenets of Faith

The tenets of the Oath of Faith guide those who believe in them through their lives, like an old friend always there to lean on.
Ignore Doubt. Doubt is poison to the mind, the eater of will. It must be cast aside, only hope can guide you.
No Accidents. Everything happens for a reason, even if you don't see the truth of it.
Trust in Others. The path you walk is hard, but even harder still when walked alone. Have faith in those who aid you, and keep them by your side.
Believe in Yourself. You are your greatest ally. Your trust in your abilities should be at its highest when you fail, because that is when the true test of faith begins.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Faith Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Faith Spells
Paladin Level Spells
3rd sanctuary, shield of faith
5th mirror image, zone of truth
9th beacon of hope, blinding smite
13th death ward, mordenkainen's faithful hound
17th holy weapon, reincarnate

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Faithful Strikes. As a bonus action, you can use your Channel Divinity to close your eyes and allow your faith to guide you. For 1 minute, or until you open your eyes, melee attacks you make against creatures you can't see deal 1d8 additional radiant damage, and[be] if the attack is a critical hit the attack's damage is maximized.
Aid the Hopeful. You can use your Channel Divinity to reward those who don't balk in the face of adversity. When a friendly creature you can see or hear within 30 feet of you makes an attack roll, ability check, or saving throw with disadvantage, you can use your reaction to present your holy symbol and remove the disadvantage.

Aura of Faith

Starting at 7th level, you constantly emanate an aura of optimism while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.   Friendly creatures within the aura, including yourself, that hit with an attack made with disadvantage, or succeed on a saving throw made with disadvantage, gain temporary hit points equal to half your paladin level. Any remaining temporary hit points fade at the end of the creature's next turn.   At 18th level, the range of this aura increases to 30 feet.

Armor of Trust

Beginning at 15th level, you have resistance to all damage while you are unconscious.

True Believer

At 20th level, you can assume the form of a paragon of faith. As an action, you can undergo a transformation. For 1 minute, you gain the following benefits:
  • Once on each of your turns when you miss with a melee attack, you can turn the miss into a hit.
  • Being blinded doesn't impose disadvantage on your melee attack rolls, or give creatures advantage on their attack rolls against you.
  • You can use your Aid the Hopeful option without expending a use of your Channel Divinity.
Once you have used this feature, you can't use it again until you finish a long rest.

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