Oath of the Masked Hero (5e Sacred Oath)

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Author: Eiji-kun (talk)
Date Created: 2-23-23
Status: Complere
Editing: Mechanical changes on Talk
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Those paladins who are chosen by benevolent forces to protect the world from evil sometimes walk the path of the masked hero, where the blessings of their patron or divine force clads them in distinctive armor and weapons.

Tenets of the Masked Hero[edit]

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Do it for Justice! When there is injustice about, you must do your best to correct it. It may not happen immediately, but you won't forget those in need.
Inspiring Hotblood. Masked heroes embrace the center stage, for there is no shame in having pride in your heroics. Use your heroism to inspire others to action!
Let's Fight Somewhere Safe. The masked hero does not tolerate collateral damage in lives. Objects can be replaced, but people are more valuable.

Paladin Level Spells
3rd Burning Hands*, Expeditious Retreat
5th Enlarge/Reduce, Scorching Ray*
9th Beacon of Hope, Fireball*
13th Stoneskin, Wall of Fire*
17th Dawn*, Steel Wind Strike
* Damage type is altered by the selection within Color Thematics.

Channel Divinity: Never Give Up[edit]

When you take this oath at 3rd level, you gain the following Channel Divinity option.

Never Give Up. As a reaction, you can cause yourself or any ally within 30 ft who drops to 0 hp to automatically make their initial death save, and remain conscious until they take further damage. They cannot perform actions or reactions, but may still move at 1/2 speed. They are still considered to be at 0 hp and remain impaired until healed.

You can use this to stabilize a dying ally who has already dropped unconscious, but it will not bring them back to consciousness.

Color Thematics[edit]

At 3rd level, the masked hero chooses one energy type. Their weapons, armor, and any visual special effects take on appropriate visual appearances to this element. It also affects other class features, such as the damage type done by some of the spells gained by this subclass. They may also choose to replace any instance of radiant damage with the energy type in question, chosen when they prepare spells for the day.

Instant Arming[edit]

At 3rd level, the masked hero attunes to one suit of armor and up to two weapons or shields at the end of a long rest. They may subsequently summon or dismiss their attuned items as a bonus action, armor covering up any clothing (and depositing any other armor in a pile at their feet) and hands wielding any weapons, or sheathed if their hands are full. Masked heroes often wear flashy stylized armor with a mask to hide their identity.

Finishing Blow[edit]

At 7th level, your will to end a fight in dire situations often leads you to perform feats of mighty strength. When you are at half or below of your maximum hit points, you may attempt to make your next attack a finishing blow. You must declare your intention and your next attack roll with be with advantage. On a hit, the damage is automatically calculated as critical damage. Hit or miss, once you use this feature, you cannot do so again until you finish a long rest.

Thematic Aura[edit]

Starting at 7th level, you and friendly creatures within 10 feet of you deal an additional +2 damage if the type chosen by color thematics on any attack rolls they make.

At 18th level, the range of this aura increases to 30 feet.

Friend of Justice[edit]

At 15th level, if you are charmed or compelled to act against allies you may choose instead to make an attack against yourself as a free action rather than following through with the order. You deal normal damage to yourself but immediately break the charm or compulsion effect.

Thematic Resistance[edit]

At 15th level you gain resistance to the damage type chosen by your color thematics ability, and one other energy damage of your choice.

Hyper Transformation[edit]

At 20th level, as an action, you can emanate an aura of power as appropriate for your color thematics for 1 minute. Upon activating this ability you gain 1 point of temporary hp per HD, you may take one additional attack whenever performing the attack action, and may make any move action as a bonus action. You never provoke for movement while in this state.

By taking an bonus action within the duration, you can re-apply the temporary hp bonus to yourself or an ally within 30 ft by giving an inspiring pep talk.

In addition if an ally within 90 ft drops to 0 hp, your next attack against that creature within 1 round is a smite attack made at your highest spell slot level which does not consume uses of smite. If you drop to 0 hp, you can choose to make a smite attack against your attacker as a reaction before falling.

In addition, for the duration, the resistances granted by your chosen thematic resistance ability becomes immunity.

Once you use this feature, you can't use it again until you finish a long rest.


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Eiji-kun's Homebrew (5609 Articles)
Eiji-kunv
AuthorEiji-kun +
Canontrue +
ClassPaladin +
Identifier5e Sacred Oath +
Rated ByGhostwheel +
RatingRating Pending +
SummaryYou are a masked hero, riding out to met justice to your monstrous foes! +
TitleOath of the Masked Hero +