On A 5th Edition Paladin Variant, Fantra, Oath of the Holy Tribe

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 Tribe, 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 the Holy Tribe

The Oath of the Holy Tribe binds a paladin to the ideals of a guardian of meadlennes (the "holy tribe members"). They are the guardians of their entire people, granting them comfort and protection. However Fantras only care for their god and their people. All others are attlennes ("outsiders") and are considered inhuman, souless, and no more or less valuable than a cow or a pet. At best, one could be a valued companion, as a trusted dog or horse, but in the Fantra's view, lacking the essential nature that makes the Fantra and their tribe real people with souls.

Tenants of the Holy Tribe

The tenets of the Oath of the Holy Tribe vary by paladin, but all the tenants revolve around the following traits.
The Tribe must be protected. The highest value any Fantra places is upon the health, well-being, and success of their tribe. Everything must be sacrificed for the good of the tribe. Their gain and success always trumps that of the personal needs and desires of the Fantra.
Forbidden retention of wealth. Fantra's can retain no wealth. Everything they own and possess is actually the property of the tribe, and anything they are not currently using belongs to the tribe. They keep only their personal items and gear as such that they need to serve their duty.
Your faith is your shield. All Fantras are restricted from wearing heavy armor. They may only wear light or medium armor and use shields.
Attlennes ("Outsiders") are inferior to the tribe. Any Fantra must place the needs of the tribe above all others. If she ever aids an Attlenne against or in favor of the needs or wishes of the tribe, her status as a paladin is revoked, and she loses all her paladin abilities, and from this point forward, must advance as a fighter. 

Oath Spells

You gain oath spells at the paladin levels listed
1st Animal Friendship, Sanctuary
5th Locate Animals or Plants, Beast Sense
9th Conjure Animals, Beacon of Hope
13th Conjure Woodland Beings, Giant Insect
17th Insect Plague, Flame Strike

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Cure Poison and Disease. With a use of your channel divinity, all allied targets within 30' of you are instantly cured of any one poison or disease, and for the next minute, have advantage on saving throws versus poison and disease.
Protect the Tribe. Using your channel divinity power, you grant all allied targets within 30' an additional 1d8 temporary hit points. At level 6, this increases to 2d8 temporary hit points, and at level 14 it increases to 4d8 temporary hit points.

7th level trait

Fantra gain proficiency and expertise at both nature and survival skills. They also have advantage on any Charisma check with any member of their tribe.

15th level trait

Fantras gain the service and companionship of a variety of followers. If any die or if the Fantra wishes new or different companions, given 24 hours, the Fantra can replace or exchange his followers from the following list. They follow the Fantra and are completely loyal. (Originally this was Tabaxi or atomies, and once released, they should be replaced with them.

  • 2 Quaggoths
  • 8 Satyrs
  • 16 Pixies or Sprites in any combination

20th level trait

At 20th level, you assume the form of an Immortal tribe protector. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits.

  • You cannot be reduced below 1 hit point.
  • You are immune to the Frightened, Incapacitated, Paralyzed, Petrified, Stunned and Unconscious conditions.
  • Any hostile target who strikes or targets a member of your tribe that is within line of sight of you takes 15 radiant damage.
  • All tribe members within 60 recover 5 hit points at the start of your turn and opponents have disadvantage on attacks against them.
Once you use this feature, you can't use it again until you finish a long rest.

Hack & Slash 
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1 comment:

  1. I love the way that you describe the effect of the divinity and spells as part of the Oath. It is such an obvious thing but I had completely missed it in my read through. Thanks for some great work!


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