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When you choose to take an oath, you are electing to channel your willpower toward the worship of a divine being or the upholding of a set of principles. This devotion is rewarded with powers that often defy what should be possible. As you continue to follow the tenets of your oath, your abilities grow stronger and more potent, allowing you to perform feats that were once impossible.
However, this power comes with a price. If you stray from the path of your oath, your abilities can become severely impaired or even disappear altogether. It is a delicate balance that must be maintained through a steadfast commitment to your principles.
The powers granted to those who take oaths can vary widely, depending on the specific tenets of the oath and the divine being or principles that are being worshiped.
Choose a singular oath from the available options below, as you progress through the Oath Taker skill set, your oath will grant you unique abilities. It's imperative to note that you can maintain only one oath at any given time.
The potency of your Oathbound abilities hinges upon the foundation of your Faith. At the outset, your Faith score is equal to your Wits + your level. Upholding your sacred Oath earns you additional Faith, the measure of which rests with the discernment of your dungeon master. Conversely, failure to honor your Oath diminishes your Faith.
Your Faith's maximum is capped at the sum of your Wits, your level, and an added 5.
For spells and abilities bestowed by your Oath, your Power is equal to your Faith.
Heretics are creatures that are in direct opposition to your beliefs. In some cases, your abilities will have additional effects on creatures considered heretical by your oath.
For example, if you took the Oath of Rot, creatures that attempt to evade the natural order of life, such as undead, are considered heretical.
Action Points: 4 // Willpower Points: 4
Range: 15 Meter (50 feet) // Duration: Instantaneous
You make a ranged attack against a creature within range that you can see. On a hit, you deal 4d6 + Twice power as sacred damage.
If the target is considered heretical, the attack is made with advantage, and the damage is increased by 2d6 + power sacred damage.
As your strength grows you learn the following ability:
Action Points: 2 // Willpower Points: 1
Range: Twice power in meter (3x for feet) // Duration: Instantaneous
You expand your mind and sense all creatures that can be considered heretical to your faith.
If your Faith score is equal to or surpasses your Wits + level, any healing or damage dice rolls below average are counted as half the maximum value of the dice.
As a champion, you can craft a personal sanctuary through a 24-hour ritual in a room of at least 6 meters (20 feet) square , creating an extradimensional space matching your power in square meters. You may maintain only one sanctuary, and it will be dispelled if the room is damaged or relocated.
This sanctum reflects your Oath in appearance, adorned and furnished according to your desires. A long rest within your sanctuary bestows the effect of the Bolster spell for 2 weeks.
Hostile creatures within your sanctuary suffer a disadvantage on all actions.
Action Points: 4 // Willpower Points: 4
Range: 15 Meter (50 feet) // Duration: Instantaneous
With resolve unyielding, you command the power to invoke your sanctuary. All creatures within your line of sight you chose, are whisked away to your sanctuary. Should you opt to transport hostile creatures, they can choose to resist by making a wits saving throw against your power. On arrival, you lose 2 Faith.
If your faith is at its maximum, you have advantage on all actions, and your dice rolls are always considered to have rolled their maximum value.
For progress to surge forward, the inescapable cycle of decay and renewal must unfurl. Whether symbolic or tangible, when elements persist beyond their due, they fester and crumble, leaving a loathsome blemish on the fabric of existence. Wherever there are individuals who challenge destiny's grasp, heralds of decay emerge.
You stand among those who have shouldered the responsibility to guide decay upon those who dare defy nature's course. Whether driven by obligation, self-indulgence, or an affinity for decay itself, your motivation is inconsequential. As long as you tread the path of rot, your Oath endows you with unwavering empowerment, a testament to your commitment. As you progress, your link with the essence of decay deepens, granting you newfound capabilities to enforce your chosen path.
You forge an Oath with a divinity that personifies your Oath or with the very belief it embodies, committing to the following tenets:
Spread rot: You vow to spread desecration and decay wherever you go, seizing every opportunity to propagate its influence.
Preserve the Cycle: You vow to stand against those who would defy the natural cycle of renewal and decay.
Tipping the Scale: You vow to align with putrefaction, shunning actions that would bring about renewal. While not impeding those who might shepherd it.
Empowered by your Oath, you learn to cast Death spells and Death-based Arcane spells from the novice spell list. Additionally, you learn the following ability:
Action Points: 2 // Willpower Points: 4
Range: Self // Duration: Half Spellpower in turns (c)
Your faith materializes into an encompassing aura centered on you. Its reach extends to a number of meters equal to three times your Spellpower (3x for feet).
When you or an ally within the aura successfully lands an attack, ability, or spell, their strikes bear the additional burden of decay. For each damage die they roll, they inflict extra decay damage equal to your rank in Oath of Rot.
As your strength grows you learn the following ability:
Action Points: 2 // Willpower Points: 2
Range: 15 Meters (50 feet) // Duration: 10 Turns (1 min)
You channel your rot power to taint an area around a point you can see within range. The area's diameter spans half your Spellpower in meters (3x in feet).
Hostile creatures that start thier turn within this area must succeed on a Wits saving throw against your Spellpower, or suffer 1d6 + Half Spellpower decay damage and the ground becomes difficult terrain.
Heretical creatures automatically fail the saving throw.
Empowered by your Oath, you learn to cast Death spells and Death-based Arcane spells from the Apprentice spell list.
Empowered by your Oath, you learn to cast Death spells and Death-based Arcane spells from the Adept spell list.
Empowered by your Oath, you learn to cast Death spells and Death-based Arcane spells from the Master spell list.
Life must be protected and nurtured so it can reach its full potential. When life is not given the opportunity to flourish, the world becomes stagnant, and the natural order is disrupted. Wherever there are individuals who seek to disrupt the balance, champions of renewal emerge.
You stand proudly among those who have embraced the responsibility of guiding renewal and protecting it from those who obstruct the course of nature. Whether motivated by duty, personal desire, or a profound connection to the forces of renewal, your drive is inconsequential. As long as you walk the path of revitalization, your Oath bestows steadfast empowerment, a testament to your unwavering dedication. As you advance, your connection to the essence of renewal deepens, granting you newfound abilities to uphold your chosen path.
You forge an Oath with a divinity that personifies your Oath or with the very belief it embodies, committing to the following tenets:
Foster Life: You dedicate yourself to safeguarding and revitalizing life on your journey, offering aid to the sick and injured who cross your path.
Preserve the Cycle: You vow to stand against those who would defy the natural cycle of renewal and decay.
Tipping the Scale: You vow to align with renewal, shunning actions that would bring about death and decay. While not impeding those who might shepherd it.
Empowered by your Oath, you learn to cast Life spells and Celestial spells from the novice spell list. Additionally, you learn the following ability:
Action Points: 2 // Willpower Points: 4
Range: Self // Duration: Half power in turns (c)
Your faith materializes into an encompassing aura centered on you. Its reach extends to a number of meters equal to three times your power (3x for feet).
When you or an ally within the aura takes damage, for each damage die they take, they regain life equal to your rank in Oath of Renewal.
As your strength grows you learn the following ability:
Action Points: 2 // Willpower Points: 2
Range: 15 Meters (50 feet) // Duration: 10 Turns (1 min)
You channel your oath power to sanctify an area around a point you can see within range. The area's diameter spans half your power in meters (3x in feet).
Within the sacred grounds, any hostile actions are done with disadvantage, and creatures gain advantage on saving throws.
Heretical creatures have disadvantage on saving throws, and attacking them does not trigger the disadvantage on hostile actions within the sacred grounds.
Empowered by your Oath, you learn to cast Life spells and Celestial spells from the Apprentice spell list.
Empowered by your Oath, you learn to cast Life spells and Celestial spells from the Adept spell list.
Empowered by your Oath, you learn to cast Life spells and Celestial spells from the Master spell list.