Paladin - Oath of Sanity

by KibblesTasty

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Paladin Oath

Oath of Sanity

The Oath of Sanity is the oath of someone that has survived exposure to the horrors that lay beyond the veil.

While most who have glimpsed into the Far Realm suffer instant and irrevocable madness, these Paladins have glimpsed beyond and sworn to remain sane, no matter what the cost. They reject shielding their fragile mind from what they've seen in comforting shroud of madness.

An Oath of Sanity Paladin will usually seem to others as true neutral or lawful neutral following obscure codes incomprehensible to those who haven't experienced a brush with the beyond, their morality coming in blue and orange rather than black and white. Almost universally they are dedicated preventing the threats beyond from consuming the material world and shattering the fragile minds within.

These are the ones who make grim decisions for the greater good, for they know what lies beyond.

Tenets of Sanity

  • Order. Never act on random or chaotic impulses. These are the cracks of madness.
  • Vigilance. Never let your attention wander, least you miss the signs madness.
  • Discipline. Never indulge in a lapse of behavior, your habits keep you safe from madness.
  • Solemnity. Your work is terrible. Never take pleasure in it. That leads to the comfort of madness
  • Sanity. No matter what, never give into madness.

Oath Spells

You gain oath Spells at the paladin levels listed.:

Level Spells
3rd detect magic, protection from good and evil
5th calm emotions, see invisibility
9th dispel magic, remove curse
13th banishment, dimension door
17th banishing smite, contact other plane

Channel Divinity

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

Turn the Aberrant: As an action, you can make any aberration or undead, provided that it's within 30 feet and that can see or hear you, make a Wisdom 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 can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Focus Mind: As a reaction to becoming Frightened, Charmed, or suffering a negative mental status inflicted by failing an Intelligence, Wisdom or Charisma saving throw, you may focus your mind, expending your Channel Divinity to immediately end the effect.

Aura of Binding

Beginning at 7th level, you project an grounding aura against the warping of space around you. Creatures of your choice within 10 feet attempting to teleport or cross planar boundaries must pass a Charisma saving throw against your spell save DC. On a failure, the spell slot is not wasted but the action is. At 18th level, the range of this aura increases to 30 feet.

Constant Vigilance

Starting at 15th level, you can no longer be surprised, and your passive perception remains the same even while unconscious so long as you have at least 1 health.

Additionally, when you roll for Initiative, if the total result of your roll is less than your passive perception, you can replace the result with your passive perception value.

Awoken

At 20th level, as an action, you can fully perceive the world around you for what it is, shattering the foul magics that bind and piecing the veils that hide, unrelenting and focused, gaining the following benefits for 1 minute:

  • You can gain truesight with a range of 120 feet.
  • You are immune to psychic damage.
  • Whenever you strike an enemy with a Divine Smite, they suffer the effects of dispel magic cast at the level of the spell slot expended.
  • You can use Focus Mind without expending your channel divinity during the effect of this ability.

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

Oath of Sanity Quirks

The following are some optional quirks for a player of this Oath to choose from - these can be either preexisting, signaling their inevitable path toward this Oath, or appear over time due to the influence of their experiences. It is recommended that your roll twice on the quirk on table... this Oath rarely results in individuals that would be considered normal.

d12 Quirk
1 You refer to others as sheltered little lambs. They have no idea.
2 You talk to yourself to help you stay sane in stressful times. The second personality can be reassuring to have around.
3 You compare how bad anything could be to eldritch monsters ending reality.
4 You occasionally bark out "constant vigilance!".
5 You keep a list of people you suspect will betray you.
6 You frequently change your plan to throw off mind readers.
7 You never turn your back on a portal.
8 You are deeply suspecious of anyone casting spells on you, even if they are buff or heals.
9 You don't believe in coicidence. It's always cosmic forces conspiring. You might be right.
10 You have a one hundred and one superstitions.
11 You frequently try to explain the danger of perfectly normal activities in great depth.
12 You keep a tin lining on your helmet.

Art Credits

  • Odric, Lunarch Marshal - Magic the Gathering - Wizards of the Coast
  • Whispers of Emrakul - Magic the Gathering - Wizards of the Coast

Supported By

Creation is made possible by generous patrons:

  • Allin Knight
  • Ara Enzeru
  • Austin Fox
  • Christoph Haaß (Rune)
  • Corgi B.
  • Ethan Reinhart
  • David Ramero
  • GMBinder
  • HerdSheep
  • James Sant
  • Lawrence Eger
  • Matt Eger
  • Seth Lang
  • Spenser Birney
  • Thought-Knot
  • Unlikely Alpaca

...and many more!

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