Oath of True Strength

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Oath of True Strength

Paladin Subclass

To live is to fight, and to fight is to glorify the divine, this is the was of the Oath of True Strength. Paladins of this oath swear to do one thing for their entire lives, become stronger every day. They glorify their gods through combat and believe the most holy temples of all are battlefields and duels. Every enemy slain is a silent offering, every combat skill mastered is a new holy dance, and every spell learned is a new and powerful prayer. The Oath of True Strength is not followed by many, the select few who wield it's power must have been chosen by a God with particular interest in the upper limits of their chosen mortal's abilities.

Followers of this oath are generally chaotic in nature, and are extremely rare. The only known organization of followers of this Oath are the Order of the Stoneborn, a reclusive knight order of Warforged whom worship the Machine God, Arkeron.

Tenets of True Strength

  • Strength Above All- Strength is everything, every day you must become stronger, a day without improvement is a day wasted.
  • A Glorious End- A warrior who falls in combat has done his duty, die holding your weapon, or be forever shamed.
  • Fight with Honor- Battle is your prayer, fight honorably, never stab an enemy in the back, never hide from your enemy, and never surrender.

Oath Spells

Paladin Level Spells
3rd Armor of Arkeron*, Searing Smite
5th Compelled Duel, Spiritual Weapon
9th Ashardalon's Stride, Shatter
13th Staggering Smite, Aid
17th Destructive Wave, Aura of Vitality

Channel Divinity

When you choose this Oath at 3rd level, you unlock the following 2 Channel Divinity options.

Perfected Strike- As you make an attack with a melee or thrown weapon, you invoke the power of the heavens and your mastery of combat. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. If the roll is more that twice the AC of the target, the attack becomes a critical hit.

The Church of Battle- You pray as you fight, for every 3 rounds of combat that passes, your melee attacks gain 1d4 of radiant damage. At 16th level this becomes a d6 of radiant damage. This effect lasts for 1 hour, or until combat ends. At the end of each of your turns you must roll a religion check higher than 14 to maintain this effect.

Unstoppable Force

Beginning at level 7 you gain +1 to AC while not holding a shield. You can meditate once a day for 1 hour, granting you the following benefits.

  • When you attack and cast a spell as a bonus action in one turn you may attack again.
  • You gain advantage on Religion checks.

Power Everlasting

Starting at 15th level, your energy in combat is everlasting. When you use your Divine Smite using a spell slot of 3rd level or higher, you can regain one expended spell slot. The slot you regain must be of a level lower than the spell slot you use and can't be higher than 3rd level.

The Pinnacle of Power

Beginning at 20th level, you have mastered your combat prowess. Your spellcasting and martial combat abilities surpass all mortal limits, you glorify your god like none before you have, and none after you will. Once per long rest you can unleash the divine perfection within your body. You move unconsciously, flowing through combat without thought or effort. You gain advantage on all rolls, and all rolls are critical successes on 19, 20 or 1 rolls. Additionally for 1 hour, you can cast 1 1st level spell at 1st level without expending a spell slot.

Armor of Arkeron

1st-level abjuration

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, A holy symbol of Arkeron
  • Duration: 1 hour

A protective magical force surrounds you, manifesting as a spectral iron that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 force damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the force damage increase by 5 for each slot.

 

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