Homebrew Archetype: Oath of Temperance

The Oath of Temperance is taken by those who wish to use their resources to help others without receiving benefits or rewards. They value themselves no higher than the common man; those who take this oath are down to earth, seeing their job in the same vein that a farmer does plowing the land. Those that follow this path believe that all evil can be repented, and only wish for the good of all humanity.

Tenants of Temperance

The tenants of those that follow this oath were created by some of the humblest knights of the many Choirs. Those that follow them do so strictly, seeing them as hard rules meant to keep their egos in check.

Always Show Restraint: Power used recklessly can cause more harm than good.

Give Mercy: Everything and everyone has a shard of good in them. Give it a chance to emerge.

Be Humble: Remember that your job is no more important than the farmer or blacksmith’s own.

Moderation of Ego: Understand that sometimes what you want is not what you need, or what needs to be done.

Oath Spells

You gain oath spells at the paladin levels listed.

3rd Bless, Heroism
5th Calm Emotion, Hold Person
9th Glyph of Warding, Leomund’s Tiny Hut
13th Polymorph, Otiluke’s Resilient Sphere
17th Hold Monster, Wall of Force

Channel Divinity

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

Repenting Prayer. As an action, you can pray for the soul of the creature you want to attack. For one minute, every attack you make against that creature may have your Wisdom modifier added to both the attack and damage rolls. Additionally, Divine Smites and spell-based smites do an extra 1d8 damage to that creature. You may not do lethal damage to this creature until the combat is over and the creature commits another evil act, as per DM’s discretion.

Vow of Humanity. As an action, when you see a frightened or charmed creature, you may present your holy symbol and begin to pray for that creature. That creature is no longer charmed or frightened; however, you must make a Wisdom saving throw equal to your 8+your proficiency+your Wisdom modifier or suffer the effects yourself.

Life Saver

At the 7th level, you produce of an aura around you for 10 feet. When any creature is struck while inside of your aura, you can use your reaction to split the damage in half between you and the creature. At the 18th level, this aura spreads to 30 feet.

Blessing of Mercy

At the 15th level, when you see a creature hit 0 hit points, you have until the end of your turn (or one minute out of combat) to cast Spare the Dying as a bonus action on the creature, keeping it stabilized and unconscious at 0 hit points. A creature may only receive this blessing once.

Savior of Souls

At the 20th level, you can take the form of a Savior of Souls. You may gain a halo of radiant light, begin to exude a gentle aura, hush the sounds and levels of light around, or some other peaceful effect signaling your transformation.

Using your action, you may undergo this transformation. For 1 minute, you gain the following effects:

  • You may roll a number of hit die as an action, losing that much health and restoring it to all creatures within 10 feet of you.
  • Creatures you strike must roll a hit die. When they fall to the amount of HP rolled or lower they are incapacitated but blessed, and thus cannot fall to 0 hit points until they commit another evil act. The player decides whether an act is evil, and a creature cannot be blessed more than once in its lifetime.
  • Allied creatures within 10 feet of you automatically pass saving throws, but you must make the same saving throws at disadvantage or suffer the effects.

Once you use this feature, you cannot use it again until you finish a long rest.


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