Finally Finished my 5e Paladin Oath
Posted: Tue May 16, 2017 1:50 am
Oath Of The Moonsword
History of the order
The Order of the Moonsword is a relatively new faction within the Church of Eilistraee.
Formed around two decades ago, the order of the Moonsword has only fifty six members, all of which are male Moon Elves, Humans, Half-Drow and Drow. Some of the Humans and Half-Drow had once been slaves who were rescued from various places in and around Waterdeep and Skullport by Darksong Knights, while others are Rangers and Fighters who came to the faith during their travels, the Moon Elf members are rangers who converted to the faith when the order established themselves in the Ardeep Forest.
The Drow members on the other hand are all former Vhaeruanite Nightshadows who converted to the faith during the time when Eilistraee took on her brothers portfolio. The former Vhaeruanites are the ones who actually can be given credit for forming the Order. Their original base of operations was the Promenade of Eilistraee but they have since expanded to have a presence in the Ardeep Forest where they have taken it upon themselves to act as guardians of the Dancing Dell
Prerequisites: Eilistraee as a Patron deity, at least 3 levels in Ranger with either the Hunter or Inquisitor Conclave archetype. Proficiency with Bastard Swords or Longswords.
Oath Spells:
3rd Bless, Divine Favor
5th Prayer of Healing, Moonbeam
9th Mass Healing Word, Counterspell
13th Dimension Door, Freedom Of Movement
17th Hallow, Circle Of Power
[b:t7jhsl63][u:t7jhsl63]Channel Divinity: [/u:t7jhsl63][/b:t7jhsl63]
At 3rd Level you choose one of the following two Channel Divinity Options
[b:t7jhsl63][u:t7jhsl63]Turn Adversary[/u:t7jhsl63][/b:t7jhsl63]
choose one of the following creatures: Evil Lycanthropes, Spiders, Slimes, Fiends or Undead.
Any of these creatures 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 any 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.
[b:t7jhsl63][u:t7jhsl63]
Lay on Hands (condition reversal):[/u:t7jhsl63][/b:t7jhsl63]
You are able to use your Lay On Hands to reverse the effects of Poison and Disease. Whenever someone else is poisoned or stricken with disease you may use your Lay on Hands ability to take the save throw for them, if you pass the save the condition is not only nullified but the effects are reversed where whatever negative effects they would have received are turned into positive effects (i.e. HP damage becomes regeneration, Ability score damage becomes a bonus, etc). This ability also works on potions.
[b:t7jhsl63][u:t7jhsl63]Moonbrand[/u:t7jhsl63][/b:t7jhsl63]
At 7h level you can imbue your sword (or swords) and the weapons of anyone standing within 10 feet of you with Eilistraee's Moonfire, you and eveyone else affected gains advantage on all attacks and Saves vs. Mind Effecting Spells and your weapons do 2d6+5 cold damage.
[b:t7jhsl63][u:t7jhsl63]Archers Bane[/u:t7jhsl63][/b:t7jhsl63]
At 15th level you gain the Archers Bane ability. This ability has one of two effects.
The first gives anyone within 10 feet of you a +2 bonus to Ac and saves vs. Ranged attacks made with a bow or crossbow, if the attack hits the enemy making the attack must make a wisdom save or suffer the effects of a Bestow Curse spell.
The second grants you a +2 to AC and Saves vs. Ranged attacks and if the attack hits you and the attacker make a contested save the loser of the save takes all damage from the attack and has disadvantage for the rest of combat while you gain advantage .If the roll is a tie both you and the attacker each take half of the damage and both get disadvantage for 1d4 rounds.
[b:t7jhsl63][u:t7jhsl63]
Dark Maidens Harbinger[/u:t7jhsl63][/b:t7jhsl63]
At 20th level you become an imminent threat to the enemies of your faith. All rolls made against them for any reason are made with advantage, any spell cast, attack, check or effect made against you is taken with disadvantage and any save you make to avoid taking damage is made with advantage and even upon failure you still only take half damage if the save being made is for half damage already the spell or effect is nullified and you can add whatever the half damage you would have taken to your next damage roll against that enemy (these attacks each take one HD worth of HP from you when they are manifested)
You also gain a choice of three attacks you can make against enemies of your faith.
1. You can instantly, at will unleash nine silvery Magic Missiles.
2. Turn spells back against their casters
3. Your weapon or weapons become either a +5 Alchemical Silver weapon with the powers of a Holy Avenger (for a single sword) or two +3 Alchemical Silver weapons that both deal 2d8 cold damage each.
History of the order
The Order of the Moonsword is a relatively new faction within the Church of Eilistraee.
Formed around two decades ago, the order of the Moonsword has only fifty six members, all of which are male Moon Elves, Humans, Half-Drow and Drow. Some of the Humans and Half-Drow had once been slaves who were rescued from various places in and around Waterdeep and Skullport by Darksong Knights, while others are Rangers and Fighters who came to the faith during their travels, the Moon Elf members are rangers who converted to the faith when the order established themselves in the Ardeep Forest.
The Drow members on the other hand are all former Vhaeruanite Nightshadows who converted to the faith during the time when Eilistraee took on her brothers portfolio. The former Vhaeruanites are the ones who actually can be given credit for forming the Order. Their original base of operations was the Promenade of Eilistraee but they have since expanded to have a presence in the Ardeep Forest where they have taken it upon themselves to act as guardians of the Dancing Dell
Prerequisites: Eilistraee as a Patron deity, at least 3 levels in Ranger with either the Hunter or Inquisitor Conclave archetype. Proficiency with Bastard Swords or Longswords.
Oath Spells:
3rd Bless, Divine Favor
5th Prayer of Healing, Moonbeam
9th Mass Healing Word, Counterspell
13th Dimension Door, Freedom Of Movement
17th Hallow, Circle Of Power
[b:t7jhsl63][u:t7jhsl63]Channel Divinity: [/u:t7jhsl63][/b:t7jhsl63]
At 3rd Level you choose one of the following two Channel Divinity Options
[b:t7jhsl63][u:t7jhsl63]Turn Adversary[/u:t7jhsl63][/b:t7jhsl63]
choose one of the following creatures: Evil Lycanthropes, Spiders, Slimes, Fiends or Undead.
Any of these creatures 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 any 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.
[b:t7jhsl63][u:t7jhsl63]
Lay on Hands (condition reversal):[/u:t7jhsl63][/b:t7jhsl63]
You are able to use your Lay On Hands to reverse the effects of Poison and Disease. Whenever someone else is poisoned or stricken with disease you may use your Lay on Hands ability to take the save throw for them, if you pass the save the condition is not only nullified but the effects are reversed where whatever negative effects they would have received are turned into positive effects (i.e. HP damage becomes regeneration, Ability score damage becomes a bonus, etc). This ability also works on potions.
[b:t7jhsl63][u:t7jhsl63]Moonbrand[/u:t7jhsl63][/b:t7jhsl63]
At 7h level you can imbue your sword (or swords) and the weapons of anyone standing within 10 feet of you with Eilistraee's Moonfire, you and eveyone else affected gains advantage on all attacks and Saves vs. Mind Effecting Spells and your weapons do 2d6+5 cold damage.
[b:t7jhsl63][u:t7jhsl63]Archers Bane[/u:t7jhsl63][/b:t7jhsl63]
At 15th level you gain the Archers Bane ability. This ability has one of two effects.
The first gives anyone within 10 feet of you a +2 bonus to Ac and saves vs. Ranged attacks made with a bow or crossbow, if the attack hits the enemy making the attack must make a wisdom save or suffer the effects of a Bestow Curse spell.
The second grants you a +2 to AC and Saves vs. Ranged attacks and if the attack hits you and the attacker make a contested save the loser of the save takes all damage from the attack and has disadvantage for the rest of combat while you gain advantage .If the roll is a tie both you and the attacker each take half of the damage and both get disadvantage for 1d4 rounds.
[b:t7jhsl63][u:t7jhsl63]
Dark Maidens Harbinger[/u:t7jhsl63][/b:t7jhsl63]
At 20th level you become an imminent threat to the enemies of your faith. All rolls made against them for any reason are made with advantage, any spell cast, attack, check or effect made against you is taken with disadvantage and any save you make to avoid taking damage is made with advantage and even upon failure you still only take half damage if the save being made is for half damage already the spell or effect is nullified and you can add whatever the half damage you would have taken to your next damage roll against that enemy (these attacks each take one HD worth of HP from you when they are manifested)
You also gain a choice of three attacks you can make against enemies of your faith.
1. You can instantly, at will unleash nine silvery Magic Missiles.
2. Turn spells back against their casters
3. Your weapon or weapons become either a +5 Alchemical Silver weapon with the powers of a Holy Avenger (for a single sword) or two +3 Alchemical Silver weapons that both deal 2d8 cold damage each.