On A 5th Edition Paladin Variant, Myrikhan, Oath of Godsworn

Way back in February of 1986, Dragon Magazine made some paladin variants. Fortunately 5th Edition already has a system in place to handle such things. Let's take a look, shall we?

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a Paladin forever. up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, The Oath of the Ancients, Oath of the Godsworn, all are detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of assoicated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. oath spells don't count against the number of spells you can prepare each day.
If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Sacred Oaths

Become a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level is the culmination of all the Paladin's training. Some characters with this class don't consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin's heart.

Oath of Godsworn

The Oath of the Godsworn binds a paladin to the ideals of a particular god as his holy divine servant and messanger. They perform this service as agents of the gods in a solitary nature, often carrying their word and service out into the wilderness. As such, they favor lighter armors and utility clothing and items, as well as light and flexibile mounts.

Tenants of the Godsworn

The tenets of the Oath of Godsworn vary by paladin, but all the tenants revolve around protecting those who cannot protect themselves in dangerous areas and providing service in the gods name among the wilds. 
Protect Those Who Cannot Protect Themselves. No matter which god the paladin is sworn to, good or evil, she is duty bound to protect those who are unable to protect themselves by their own means.
Be Self-Sufficient. The Godsworn is a person who does not need the support or acturiments of other people or a civilized lifestyle. They are as much at ease in the wilderness as they are alone.

Oath Spells

You gain oath spells at the paladin levels listed
1st Entangle, Speak with Animals
5th Pass without Trace, Animal Messenger
9th Plant Growth, Speak with Plants
13th Conjure Woodland Beings, Dominate Beast
17th Commune with Nature, Tree Stride

Channel Divinity

When you take this oath at 3rd level, you gain the following tow Channel Divinity options.
Holy Ward. You can use your Channel Divinity to protect yourself from the effects of evil magic. As a reaction, you can grant yourself and everyone within range of your aura Advantage on saving throws versus any magical effect for 1 minute.
Wild Hunt. As an action, you can present yourself to evil humanoids or other natural wandering monsters such as Ogres & Bugbears and take on the aspect of the wild hunt, using your Channel Divinity. Each evil humanoid that can see or hear you within 30 feet of you must 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 only use 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.

Adept of the Wild

Starting at 7th level, you gain proficiency and expertise in the Survival and Animal Handling skills. While wearing medium armor, you also gain the benefit of the Medium Armor Master Feat.

Wilderness Warrior

At 15th level, you gain the benefit of the Extra Attack again, allowing you to attack 3 times each attack action instead of twice. You may also choose a second fighting style from the Paladin fighting style list.

Aspect of God

At 20th level, the Godsworn can become an avatar for his deity. The effects of this vary depending on the deity, but opponents must succeed at a Wisdom save before they are able to attack the Paladin due to the awe-ful sight of the god in human form. The avatar usually possesses an appropriate bonus or reaction ability depending on the deity.

Hack & Slash 
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  1. The abilities of this seem to share a lot of conceptual space with the Oath of the Ancient. Did some wires get crossed?

  2. Yes! It does. The original class in dragon was sort of a combination of ranger, forest warrior, and paladin, so it does share some spells and game-space. This is obviously a translation from an older class, so I tired to stick to the original design.

  3. These are really cool. This was always my favorite issue of Dragon magazine!


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