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The Oathbound

Reworked Paladin

Prof. Blessed Strikes Prepared


Level Bonus Oathblade Die Features (Including Sacred Oath)
1st +2 -- Divine Sense, Lay on Hands --
2nd +2 1d4 Oathbound Fighting Style, Oathblade --
3rd +2 1d4 Blessed Strikes, Sacred Oath 3
4th +2 1d4 Ability Score Improvement 3
5th +3 1d4 Extra Attack 3
6th +3 1d6 Improved Oathblade 4
7th +3 1d6 Sacred Oath Feature 4
8th +3 1d6 Ability Score Improvement 4
9th +4 1d6 -- 4
10th +4 1d8 Icon of Resolve 4
11th +4 1d8 Sanctified Body 5
12th +4 1d8 Ability Score Improvement 5
13th +5 1d8 -- 5
14th +5 1d10 Purge The Impure 6
15th +5 1d10 Sacred Oath Feature 6
16th +5 1d10 Ability Score Improvement 6
17th +6 1d10 -- 6
18th +6 1d12 Living Saint 7
19th +6 1d12 Ability Score Improvement 7
20th +6 1d12 Sacred Oath Feature 7

Bound by Oath and Contract missing for example, they will receive
Oathbound are those who dedicate their suitable punishment.
lives to following Oaths, whether it be
out of devotion or lust for power. In Hit Points
exchange for the limitations placed on Hit Dice: 1d10 per Oathbound level
themselves, they receive holy power as Hit Points at 1st Level: 10 + your
per the terms of the contract made in Constitution modifier
the Oath. As such, if an Oathbound Hit Points at Higher Levels: 1d10 (or 6)
breaks their Oath, they in turn break this + your Constitution modifier per
contract and can potentially lose some Oathbound level after 1st
if not all of their power. Oathbound can
also form loose contracts mid fight, Proficiencies
augmenting their strikes. If the Armor: All armor, shields
Oathbound fails to uphold the contract Weapons: Simple weapons, martial
formed with the strike however, by weapons
Tools: None
Saving Throws: Wisdom, Charisma Alternatively, you can expend the
Skills: Choose two from Athletics, Essence within your body to use Lay on
Insight, Intimidation, Medicine, Hands instead. When you use it in this
Persuasion, and Religion way your maximum HP is reduced by
the amount you heal the target for. Any
lost max HP is regained on a long rest.
Divine Sense
As an action, you can open your If you expend more max HP than your
awareness to detect forces of strong maximum Lay on Hands pool in one
good or evil. Until the end of your next instance of healing, then you take that
turn, you know the location of any healing amount in necrotic damage.
celestial, fiend, aberration or undead This necrotic damage cannot be
within 60 feet of you. You know the type lowered in any way and is taken after
(celestial, fiend, or undead) of any being your max HP has been lowered.
whose presence you sense, but not its
identity. Within the same radius, you This feature has no effect on undead
also detect the presence of any place or and constructs.
object that has been consecrated or
desecrated, as with the hallow spell.
You can use this feature a number of
Oathbound Fighting Style
times equal to 1 + your Charisma
modifier. When you finish a long rest, At 2nd level, you adopt a style of fighting
you regain all expended uses. as part of your Oath. Choose one of the
following options. You can’t take a
Fighting Style option more than once,
Lay on Hands even if you later get to choose again.
Your blessed touch can heal wounds.
Oathbound Defense
You have a pool of healing power that
replenishes when you take a long rest. While you are wearing armor, you gain a
With that pool, you can restore a total +2 bonus to AC. But you gain
number of hit points equal to your disadvantage on all attack rolls if you
Oathbound level x 2. are wielding a shield.

Oathbound Dueling
As a bonus action, you can touch a
creature and draw power from the pool When you are wielding a melee weapon
to restore a number of hit points to that in one hand and no other weapons, you
creature. gain a +4 bonus to damage rolls with
that weapon. But you gain disadvantage
on all attack rolls if you are wielding a use them an amount of times equal to
shield or a weapon with two hands. your Charisma modifier. Only one
infusion can be active at a time and you
Oathbound Great Weapon Fighting regain any expended uses on a short or
When you roll a 1 or 2 or 3 on a damage long rest.
die for an attack you make with a melee
weapon that you are wielding with two
hands, you can reroll the die and can use Blessed Strikes
either roll. The weapon must have the When you reach 3rd level, you gain the
two-handed or versatile property for you ability to augment your strikes by quickly
to gain this benefit. But you gain forming contracts. You can have two
disadvantage on all attack rolls with a Blessed Strikes of your choice from the
weapon that you are not wielding with list below and one from your selected
two hands. Sacred Oath prepared. You can have one
additional Blessed Strike of your choice
Oathbound Protection prepared at 6th, 14th, and 18th level.
When a creature you can see attacks a You can switch which Blessed Strikes
target other than you that is within 5 feet you have prepared on a short or long
of you, you can use your reaction to rest.
impose disadvantage on the attack roll.
You can use this once per turn without Whenever you make an attack roll with a
expending a reaction. You must be weapon affected by Oathblade you can
wielding a shield to do so, and when you choose to augment it with a Blessed
are not you gain a -2 penalty to your AC. Strike of your choosing. You must do so
before you make the attack roll. Only
one Blessed Strike can be used per
Oathblade attack.
Starting at 2nd level, you gain the ability
to infuse your weapon with divine Each of your Blessed strikes has a set
energy. As a bonus action on your turn, cooldown. After using it, on a hit or
you can channel energy into your miss, you cannot use a Blessed Strike
weapon causing it to flare with a radiant for a set amount of turns as specified in
or necrotic glow. These infusions cause its description. At the start of each of
your weapon to emit 15 feet of dim light, your turns, any Blessed Strikes on
and deal additional damage equal to cooldown have this time reduced by 1
your Oathblade Die. This extra damage turn. (i.e. Cooldown 1 can be used every
is radiant if you are good aligned, and turn, Cooldown 2 every other turn, etc.)
necrotic if you are evil aligned. These
infusions last for a minute, and you can
Blessed Strikes save DC = 8 + your Improved Oathblade
proficiency bonus + your Charisma At 6th level, you have become in tune
modifier with the divine energies carried in your
infusions. Oathblade now lasts until you
dispel it and any weapon you infuse now
Sacred Oath counts as magical.
When you reach 3rd level, you swear the
oath that binds you as a paladin forever.
Up to this time you have been in a Icon of Resolve
preparatory stage, committed to the Starting at 10th level, you stand stalwart
path but not yet sworn to it. against even the most horrifying
creatures and inspire your allies to do
Your choice grants you features at 3rd the same. You and allies within 15 feet
level and again at 7th, 15th, and 20th of you can’t be frightened or charmed
level. while you are conscious.

Ability Score Improvement Sanctified Body


When you reach 4th level, and again at Starting at 11th level, you gain access to
8th, 12th, 16th, and 19th level, you can an additional Blessed Strike from your
increase one ability score of your choice Sacred Oath. This Blessed Strike is
by 2, or you can increase two ability always prepared. Additionally, when you
scores of your choice by 1. As normal, hit a creature with a Blessed Strike you
you can’t increase an ability score above gain temporary hit points equal to half of
20 using this feature. your Charisma modifier (rounded down).
Using the optional feats rule, you can These temporary hit points can stack,
forgo taking this feature to take a feat of but the total cannot exceed your
your choice instead. Charisma modifier.

Purge The Impure


Extra Attack
Beginning at 14th level, when you use
Beginning at 5th level, you can attack Lay on Hands on a creature you can
twice, instead of once, whenever you instead expend 10 points from your pool
take the Attack action on your turn. of healing or your max HP to end a
negative effect on yourself or a willing
creature. You can also use it to end
spells on yourself or a willing creature
you touch at the cost of 4 points per
level of the spell.

Living Saint
At 18th level, your body has been
permanently altered from your
continued devotion. You now age at half
the speed you normally would. You
regain hit points equal to your Charisma
modifier at the start of each of your
turns while you are above 0 hit points in
combat. Additionally you gain resistance
to radiant damage if you are good
aligned, or necrotic damage if you are
evil aligned.
gain disadvantage on the next attack
Blessed Strikes List you make.

Staggering Sweep
Lunging Strike
Cooldown 2
Cooldown 1
When you successfully strike a creature
When you call Lunging Strike the
with a Staggering Sweep they must
attack’s range increases by 5 feet. If you
make a Strength saving throw or be
miss the attack you must succeed a
knocked prone. If you miss the attack,
Strength saving throw or be knocked
you must make this saving throw
prone.
instead.

Wrathful Blow
Helmsplitter
Cooldown 1
Cooldown 3
When you call Wrathful Blow you gain
When you successfully strike a creature
advantage on the attack. The target
with Helmsplitter the attack critically
creature gains advantage on the next
strikes on a 19 or 20 and they take
attack they make against you.
maximum damage from the attack. If
you miss the attack, the target’s next
Devastating Thrust
attack against you has advantage and
Cooldown 2
deals maximum damage if it hits.
When you successfully strike a creature
with Devastating Thrust they must make
Overpower
a Strength saving throw or be pushed
Cooldown 3
back 10 feet. If you miss the attack your
When you call Overpower, the target
movement is reduced by 10 on your next
creature can use their reaction in an
turn if the creature is Large or smaller. If
attempt to parry your attack. You make
the creature is larger, you are instead
contested attack rolls, if the target rolls
pushed back 10 feet for each size larger
higher, the attack is blocked and you
than Large the creature is and knocked
take half of the damage of the attack. If
prone.
you roll higher, then the attack is treated
as normal. If this attack lands, it deals
Resolute Strike
two additional Oathblade dice in
Cooldown 2
damage. This additional damage is not
When you successfully strike a creature
dealt to yourself on a failed attempt.
with a Resolute Strike you gain
temporary hit points equal to what you
rolled on your Oathblade die for
damage. If you miss the attack then you
Subclass Specific Changes movement moving away from you until it
is attacked. If the attack misses then
you instantly fail the next Wisdom check
Oath of Conquest
or saving throw you make before the
Blade of Conquest (Replaces Channel
start of your next turn.
Divinity)
When you take this Oath at 3rd level, you
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gain the following Blessed Strike option.

Conqueror’s Blade Oath of Devotion


Cooldown 1 Blade of Devotion (Replaces Channel
When you successfully strike a creature Divinity)
with Conqueror's Blade they must When you take this Oath at 3rd level, you
succeed a Wisdom saving throw or be gain the following Blessed Strike option.
frightened of you until the end of your
next turn. If you miss the attack you gain Dutiful Blade
disadvantage on Wisdom checks and Cooldown 1
saving throws until the start of your next When you successfully strike a creature
turn. After a creature has been with Dutiful Blade, the next attack an ally
Frightened of you, they have advantage makes against that creature has
on the next check they make against advantage. If you miss, the next attack
being Frightened. against you has advantage.

Hope’s End (11th Level) Rallying Brand (11th Level)


Cooldown 4 Cooldown 4
When you call Hope’s End, you make the When you successfully strike a creature
attack roll against the target creature at with Rallying Brand, any friendly creature
disadvantage. If they are frightened of within range can expend their reaction
you this attack is instead made at to make a melee attack against the
advantage. If this attack lands, it deals branded target. If you miss the attack,
an additional Oathblade die in damage. then any creature within range can
If the target creature is Frightened of expend a reaction to attack you instead.
you they take another additional
Oathblade die in damage and must
make another Wisdom saving throw. If Aura Of Devotion (Updated 7th Level)
they fail, your horrifying visage is burned Allies within 10 feet of you gain
into their memory and they are turned. A temporary hit points equal to the
turned creature must spend all of its amount of allies within the aura. Up to a
maximum of your Charisma modifier per be used against intelligent creatures
turn. who understand what they are doing is
unjust.
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Oath of Redemption
Blade of Redemption (Replaces Oath of Ancients
Channel Divinity) Blade of The Ancient (Replaces
When you take this Oath at 3rd level, you Channel Divinity)
gain the following Blessed Strike option. When you take this Oath at 3rd level, you
gain the following Blessed Strike option
Patient Blade
Cooldown 1 Nature’s Blade
You can forgo an attack to activate Cooldown 2
Patient Blade. When Patient Blade is If you successfully strike a creature with
active you can add your proficiency to Nature’s Blade, the target creature must
Charisma (Persuasion) checks. If any succeed a Strength saving throw or be
creature attacks you while in Patient Restrained until the end of your next turn
Blade, you can expend your reaction to as spectral vines grip onto them. A
strike them back with advantage. Restrained creature can attempt to
Patient Blade lasts until you make an repeat the saving throw at the end of
attack. You do not need to have a their turn. If you miss, you must make
weapon drawn or affected by Oathblade the saving throw or be Restrained
to use Patient Blade. instead.

Beyond Redemption (11th Level) Gift of Nature (11th Level)


Cooldown 3 Cooldown 4
If you succeed in three contests If you successfully strike a creature with
between your Charisma (Persuasion) Gift of Nature, each creature of your
and the target creature’s Wisdom choosing within your Aura of Warding
(Insight) in trying to convince them to regains hit points equal to your
cease the evil they are committing Oathblade damage die x 2. If you miss,
without attacking them, you can strike then you take your Oathblade die in
them with Beyond Redemption if they damage instead.
continue. When you successfully strike a
creature with Beyond Redemption they ----------------------------------------------
take three additional Oathblade dice in
damage. Beyond Redemption can only
Oath of Vengeance make an attack of opportunity against
Blade of Vengeance (Replaces Channel that creature if it is within range.
Divinity)
When you take this Oath at 3rd level, you
gain the following Blessed Strike option

Avenger’s Blade
Cooldown 1
If a creature has struck you or a friendly
creature since your last turn you can
target them with Avenger’s Blade. If you
successfully strike a creature with
Avenger’s Blade, it deals an additional
Oathblade die in damage.

The Hunt (11th Level)


Cooldown 6
After a creature has struck you or an ally
you can target them with The Hunt. If
you successfully strike a creature with
The Hunt, they are marked for the next
minute, or until the creature is reduced
to 0 hit points. You know the location of
the marked target as long as they are
within 120 feet of you. You can use a
bonus action to teleport to an
unoccupied space next to the marked
creature that you know the location of. If
you miss, The Hunt’s cooldown is
reduced to 1, but you take two
Oathblade dice in damage.

Soul of Vengeance (Updated)


Starting at 15th level, when a creature
under the effect of The Hunt makes an
attack, you can use your reaction to
Subclass Reworks that deals an additional Oathblade die in
damage.
Oath of Chivalry
Oath of Crown Rework
Heart of Chivalry
Starting at 7th level, word of your deeds
Tenets of Chivalry
as a knight-errant have begun to spread
Honor: You must be honorable on and
throughout the land. As such, you must
off the battlefield. An honorable knight
conduct yourself in a more chivalrous
does not cheat, lie, or backstab in order
manner on the battlefield. You begin to
to gain an advantage.
specialize in only Chivalrous Weapons.
Glory: Let your heroic deeds on the
The weapon types generally looked
battlefield be known to your peers and
upon as Chivalrous Weapons are
the populace.
longswords, greatswords, and lances.
Loyalty: Your word is your bond. Without
You gain the following effects:
loyalty, oaths and laws are meaningless.
- You gain expertise in Animal
Courage: You must be willing to do what
Handling checks made when
needs to be done for the sake of order,
interacting with a horse.
even in the face of overwhelming odds.
- You gain a -10 penalty to any
If you don’t act, then who will?
ranged attacks you make.
- You gain disadvantage on attack
rolls made with weapons that
Blade of Chivalry
aren’t Chivalrous Weapons.
When you take this Oath at 3rd level, you
- Any ranged attack that hits you or
gain the following Blessed Strike option:
your mount deals 1d6 less
damage.
Knight’s Challenge
- Once per turn you can reroll a
Cooldown 1
damage die on an attack you
You can forgo an attack to target a
make with a Chivalrous Weapon.
creature within 30 feet with Knight’s
Challenge, compelling them to do battle
with you. Other Oathbound must accept
Sanctified Body Blessed Strike
this challenge, and some creatures may
Starting at 11th level, you gain access to
willingly accept it. Otherwise, they must
an additional Blessed Strike from your
make a Wisdom saving throw or fall
Sacred Oath.
under the effects of Compelled Duel.
When you use Knight’s Challenge
against a creature already under its
effects, you can instead make an attack
Glorious Charge should one of these occur
Cooldown 3 however.
You can call your allies around you to
join you in a charge against the enemy.
As an action you can call allies within 20 Soul of Chivalry
feet of you to join you. On their turn, At 20th level, your deeds as a knight
friendly creatures can use their action to have earned you your place in folklore
rally to your call. At the end of another and legend across the countryside. You
creature’s turn, you can use your gain the following benefits.
reaction to initiate the Glorious Charge. - Any ranged attacks against you
You and any creatures that rallied can or your mount instead deal 1d10
move up to their entire movement and less damage and have
use the Attack action on a creature. If disadvantage.
the friendly creature moved at least 15 - Glorious Charge’s range is
feet before making the attack, then they increased to allies within 100 feet
add your Charisma modifier to the around you.
attack and damage roll of their first - Any creature that strikes you with
attack. Any charging creature on a a melee attack while Knight’s
mount adds twice your Charisma Challenge is active takes your
modifier instead. Charisma modifier in radiant
damage.

Spirit of Chivalry
Starting at 15th level, you have well
earned your place amongst the finest
knights in the land. You gain the
following benefits while holding a
Chivalrous Weapon.
- You can target a creature with
Knight’s Challenge at the start of
each of your turns. You cannot
use the attack version of it when
doing so and it is still placed on
cooldown as normal.
- Knight’s Challenge is no longer
interrupted when a friendly
creature damages or casts a
harmful spell on the target. You
can choose it to end willingly

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