Paladin: Oath of Mortality
The paladin that follows the Oath of Mortality is dedicated to preserving the collective sovereignty of all mortals, and standing against the divine and dark who would make playthings of them. The infinite can never be allowed to rule the fates of those who are finite, for how can immortals be trusted to care for mortals? Paladins who uphold this oath are committed to putting the fate of mortals above their own lives and wants, seeing themselves as the guardians of the mortals against the whimsical fantasies of celestials, fiends, and other godly creatures. The Oath of Mortality embraces divine power while denying divine right – questioning the legitimacy of the rule of gods, not their existence.
Whereas an Oathbreaker Paladin abandons their ideals as well as their God, a Paladin may turn from their current oath to take the Oath of Mortality as a rejection of their god, but not of the basic principles of their Oath. Such individuals may contemplate at great length their decision, carefully examining their own motives and understanding of morality, to ensure they do not fall to become an Oathbreaker Paladin, and work principles of their previous oath into their new one.
Paladins of Mortality gain their powers from a variety of sources: tapping into primordial magic of creation, from items or spells of incredible power, from the gestalt will of the mortal races, or the shattered fragment of a destroyed god. It may come from their own, unfathomably deep willpower, or from an artificial god created by the greatest of a worlds mages. Some may retain their core strength from a previous Oath.
As they are defined by their devotion to their principles, not to a god, variations in their motivations and intent mean they can have any alignment, though they tend towards Lawful and Good, and almost never Chaotic Evil.
Tenets of Mortality
The core principles of the tenets are simple, but the exact wording of the Oaths vary on how a Paladin came to follow this Oath. One who takes the oath as a rejection of their old one may contain stipulations compelling them to hold true to the spirit of that old oath, while a Paladin for who this is their first oath may swear enmity to specific deity who they believe has blighted the mortal races.
Master the divine - I use divine powers, but take great care to ensure I am the master of the powers, not the other way around.
Break the Chains – Wherever I go, I set plans in motion to free mortals from the influence and games of the dark and divine.
Against the Odds – Against the almighty powers of the divine and dark ones, I need all the help I can get. I seek allies and power, that I may be a better weapon against the enemies of mortals.
Fight for all, not every – Many remain faithful to the divine and the dark. My duties are to the future of all mortality, even if that comes at the cost of some who cannot be saved.
Oath Spells
You gain oath spells at the paladin levels listed.
OATH OF MORTALITY SPELLS
| Paladin Level | Spells |
|---|---|
| 3rd | protection from evil and good, zephyr strike |
| 5th | warding bond, See Invisibility |
| 9th | tongues, nondetection |
| 13th | banishment, Fount of Moonlight |
| 17th | Dispel Evil and Good, Hallow |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Vow of Audacity. As a bonus action, you can use your Channel Divinity to focus your powers into offense. Select an creature you can see. Against this creature, you deal an extra 1d6 Radiant damage with your melee attacks and ignore any of its resistances for 1 minute.
Turn the Manipulators You can use your Channel Divinity to proclaim the Canticle of Defiance, words that are painful for celestials, fey, and fiends to hear. As an action, you present your holy symbol, and each celestial, fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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.
Aura of Audacity
Starting at the 7th level, you inspire your allies to stand against the odds. When you, or an ally within 10 feet of you, starts their turn with less than half their maximum hit points, they gain temporary hit points equal to your Charisma modifier + half your proficiency bonus (rounded up) that last for 1 minute.
At 18th level, the range of this aura increases to 30 feet.
Warded Soul
Your sheer mortal will guards against outward influence. When you reach 15th level, if you are forced to make a saving throw against a magical effect, you can choose to make the saving throw using your charisma saving throw, regardless of the original save. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Additionally, spells or abilities that attempt to read your mind, detect your thoughts, or determine if you are lying automatically fail unless you allow them.
Bastion of Mortality
At 20th level, you can invoke your unwavering will to shield your allies and defy the influence of gods, fiends, and other immortals. As a Bonus Action, you manifest an aura of mortal defiance, gaining the following benefits for 1 minute or until you end them (no action required).
Once you use this feature, you cannot use it again until you finish a Long Rest. You can also restore its use by expending a 5th-level spell slot (no action required).
Indomitable Resistance. You and allied creatures within your aura of protection gain Advantage on all saving throws against effects caused by celestials, fey, fiends, and undead.
Mortal Resurgence. At the start of each of your turns, you and allied creatures within 30 feet regain 10 hit points, up to half their maximum hit points.
Inner Wellspring. When you cast a smite spell (e.g. Shining Smite, Thunderous Smite), you upcast them by 1 spell level for free, and the damage of your Smite spells ignore resistances.
Credits
Created by /u/Elardi. Thanks to SgtBriar#2808 on discord for balance. Art: Zeus by Matty17Art on DeviantArt, Titan by Don Geon Son on ArtStation