Oath of Self Paladin

by Meriore

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Oath of Self

An Oath of Self paladin is one who has chosen to walk their own path in life, swearing to no one but themselves for strength. Whether they were wronged by some being who they swore to in the past or they pulled themselves out rock bottom to save others, these paladins are strong-willed and self-sufficient in their quest against whatever may try to stop them. Paladins who follow this path can be known as a variety of different names from vagabonds to ronin.

Since they follow their own ideals, Oath of Self paladins aren't inherently good or evil. Someone who swears this oath could have the intention of stopping a gang from destroying their village or doing whatever it takes to get to power, even murder. Regardless of their intentions, their conviction in fighting is unparalleled.

TENETS OF SELF

Although not all Oath of Self paladins lives by these exact tenants, the ideal of inner power is shared among them.

Stand Proud. Even when you are alone, your confidence and determination must shine through your actions. For once you lose faith in your own power, you will cease to have it.

Stand Unshaken. The battles you fight will be hard and the challenges ahead will not be kind. Do not let the fear of the future grasp your heart, for you bear to strength to fight it.

Stand True. Your power from within cannot flourish if you do not stay true to it. Do not change for someone else, only yourself.

Stand Victorious. Fight so that when the deed is done and the day is over, you may look back on your journey with the satisfaction of your actions.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Heroism, Zephyr Strike
5th Enhance Ability, Spiritual Weapon
9th Fly, Haste
13th Death Ward, Freedom of Movement
17th Skill Empowerment, Steel Wind Strike
Channel Divnity

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

Best Defense. When you are targeted by an attack from a creature within your weapon's range, you can use your reaction to make an attack against them. Regardless of if your attack hits or misses, you have resistance to the damage from their attack.

Hardened Resolve. If you start your turn under the charmed, frightened, paralyzed, poisoned, or stunned conditions, you can use your Channel Divinity to attempt to break them. If the conditions were caused by failed saves, you can roll them again, ending them on a success. If they were not, the conditions end automatically.

Aura of Perseverance

Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creature of your choice within 10 feet ignore difficult terrain and cannot be moved against their will.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Unrelenting

At 15th level, if you miss with an attack roll or fail an ability check or a saving throw, you can reroll the die and must use the new roll.

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.

One Man Army

At 20th level, you can unleash your full inner power. As an action, you take on an appearance of your choosing that shows your true self, gaining the following benefits for 1 minute:

  • Whenever you reduce a creature to 0 hit points or score a critical hit as part of the attack action, you can make another attack as part of the same action.
  • You can't be blinded, deafened, grappled, prone, or restrained.
  • Once per turn, you can use your Unrelenting feature without expending a use of it.

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

Art Source:

The Lord of the Rings - Boromir by Andy Fairhurst https://andyfairhurstart.bigcartel.com

 

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