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## The Oath of Change The Oath of Change was originally devised by heavily spiritual island cultures. They looked to the oceans and the spirits and deities of water to inspiration, and came to draw their values from the very tides and currents that surround them. They arrived at the idea that all life should be as the tides, in perpetual motion. **To Be in Motion.** Motion, to a follower of the tenets, describes how life should be lived. One must be as the seas, never allowing themselves to be overtaken and never looking back, a life of eternal change. The Paladins of Change and the less devoted followers of the tenets believe chaos is the natural, correct order of things, and that good and evil are secondary to the living a life without regrets. Your life was given to you to chase your desires, and if you aren't going to, then the potential you are taking up is an active detriment to the world. **Loose Bonds.** Paladins of the Oath of Change are inherently bound to butt heads. It is easy to respect one another for living a life of Motion, however the chaotic and deeply individualistic nature of Motion means that morality is not uniform across the Oath. Consequently, fellow Paladins who share this Oath are just as likely to be enemies than they are to be friends. What is maintained is a respect for one another's fierce charisma, and an enjoyment of whatever conflict is to come. **The Faithful.** The godly among those who live by the tenets of motion, whether loosely or rigidly, as per tradition, tend worship those govern the seas. More recently, the tradition has appealed to the worshipers of chaotic neutral gods in general, due to the openness and comfort the Oath of Motion shares with chaotic forces. **Judges of Change.** Paladins of Change do more than just follow the tenets. What separates those who have taken the Oath to those who merely follow the tenets is their ability to judge. These paladins are granted the divine authority to judge those who refuse to bring themselves into motion. Their abilities are focused on creating chaos on the field of battle, and restricting those who would run from the deep's judgement. **Enemies of Stagnation.** Truly the most eggregious state one can be in for a follower of the Oath is the state of stagnation. The stagnant are the living dead, who walk but cannot change. They are the oppressors who crush the capabilities of others without remorse. They are the oppressed who refuse to fight for their dreams. Those of the Oath must bring them to motion, or return them to the ether. **Kraken Priests.** There are very few clerics who follow the tenets, and as such, faithful Paladins have become the defacto religious leaders in the island cultures that spawned them. They are sometimes referred to as "Kraken Priests" or "Kraken Priestesses," for their Oathsworn abilities grant upon them the ability to summon tentacled aspects of the deep.
> ##### Background and Flavor > The above is context and flavor, meant to give the Oath a little more background and nuance by expanding on some of the principles of the class. It can thus be considered secondary material. The actual archetype and its tenets begin below. \pagebreakNum #### Tenets of Change The tenets of change mean different things to its followers, however they are all devoted to the energies of life. Paladins who uphold these tenets are sworn to help lifeforce and determination flourish wherever they go, whether that be by destroying sources of stagnation, by teaching those who have lost their will to change, or by returning wasted life to the ether where it may be used anew. A paladin of change takes most seriously their responsibility to test those around them, making them face their demons and change, or fall trying.
**Live Without Regret.** Live your life. Chase what you desire. Do not let others stop you. **Never Be Satisfied.** Seek change, for without it, something sleeps inside us, and seldom awakens. **Life is Motion.** Help those who seek change. Crush those that refuse or impede it. **Test the Living.** People must be tested to grow, and you must oft be the tester. **Preach Not.** Fight instead, for broken bones teach better lessons, and wisdom is oft a swift kick.
#### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of Change Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | *compelled duel, lash of the kraken** | | 5th | *alter self, spiritual weapon* | | 9th | *tongues, slow* | | 13th | *Evard's black tentacles, freedom of movement* | | 17th | *dispel evil and good, hold monster* |
#### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Harsh Lesson.** As an action, you mark a target within 10 feet of you with the symbol of your faith. For the next minute, at the beginning of each of your turns you can conjure a spectral tentacle in your target's space. At the start of your next turn, if the target has not moved at least 10 feet away from the tentacle, the tentacle lashes out, dealing 1d8 force damage to the target. Then, that tentacle disappears. **Test of Spirit.** Select a target within 30 feet. The target must succeed on a Charisma saving throw or you rip their greatest fear from their soul, and your form changes such that their fear is perfectly represented by you for the next minute. The target is frightened by you for the duration. While frightened by this effect, the target can expend all of their movement to move 5 feet towards you. If the target ends his turn closer to you than when he started it, they may make a Wisdom saving throw to end this effect. If the target ends his turn farther away from you than when he started it, it takes 1d10 psychic damage. You can choose if this damage is lethal or nonlethal.
#### Rising Tides At 7th level, incorporeal tendrils erupt from your form to restrict the movements of those who would deny your test. Creatures of your choice within 10 feet of you are treated as if they are in magical difficult terrain. At 18th level, the range of this aura increases to 30 feet. #### A Lesson in Change At 15th level, your conviction to the motion of life increases the rigor of your teachings. Once per round, you can make a melee spell attack with a tentacle in place of a regular attack. This attack has a reach of 15 feet and deals 2d6 + your Charisma modifier in force damage. You can use your Divine Smite with this attack. #### Leap of Faith At 20th level, you may unleash your life force in a ravenous storm of motion. As an action, you leap into the air and slam your holy symbol into the ground with such force that it the ground around you appears to sway like the tides, and spectral tentacles erupt around you. You gain the following benefits for the next minute. - Once per turn, when you hit a creature, all hostile creatures within 15 feet of your target takes 1d12 force damage, as tentacles slam all around your target. - Every time you damage a creature with an attack, your lay on hands pool regains 1 point. - As a bonus action, you may use your lay on hands feature on any creature within 30 feet. Once you use this feature, you can't use it again until you finish a long rest.
> ##### Personal Symbol, Variant >Your DM may allow you to forsake the tentacled symbolism of the oath's origins in favor of a more diety-specific or personalized symbol. Work with your DM to find an appropriate symbol to replace the mentions of tentacles in the Oath. > > ##### Credits > - Archetype by Izzy (/u/InfKore) > - A great many thanks for the folks at the Discord of Many Things for feedback > - Art owned by Riot Games; Illaoi Splash Art by Evan 'Somnicidal' Monteiro
\pagebreakNum ## Additional Content ### Unique Spells #### Lash of the Kraken *1st-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self (20 foot line) - **Components:** V, S, M (a holy symbol, not consumed) - **Duration:** Instantenous From your holy symbol erupts a single large spectral tentacle which slams down in a line 20 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 force damage on a failed save. You gain temporary hitpoints equal to half the damage dealt. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the force damage increases by 1d6 and the range increases by 10 feet for each slot level above 1st.
### Magic Items #### The Eye of God *Weapon (unique) , very rare (requires attunement)*
This idol is a hollow 30 lb. sphere of pure gold, molded to resemble the face of an ancient sea serpent. A continuous mist is let out from its eyes and mouth, but never condenses on its surface. It its hollow center holds some form of spectral light, which sheds a continuous dim light 10 feet around it. When attuned, you can call forth a large, green spectral tentacle from the maw of the idol. When in this state, the idol counts as a +1 halberd, but it deals 2d8 force damage instead of a halberd's normal damage. This item has 5 charges, and it regains 1d4+1 charges daily at dawn. You can expend 1 to 5 of its charges to cast the *lash of the kraken* spell (save DC 18) at a spell level equal to the number of charges spent. This item counts as both an arcane focus and a holy symbol for the purposes of spellcasting.