Divine Oath

* HD: 1d10
* Bonus Skill Points: None
* Spellcasting: Moderate

As an action, for 10 rounds, you know the location of three creature types of your choice within 12 m of you that are not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated (been sanctified by either celestial forces or fiendish forces). You can use this ability a number of times equal to 1 + your Resolve modifier (minimum 1). When you finish a long rest, you regain all expended uses.

Proclaim Judgement [***Divine Oath***]

Once per long rest, you may Proclaim Judgement as a bonus action. This ability is activated as long as you are in combat or until combat ends. You can only have one Judgement active at one time. When you Proclaim Judgement, choose one effect:

***Ire***: You will not let this slight against your Enneade go unpunished. You gain a +1 bonus on all damage rolls you make. Once per combat, when you score a critical hit, you may choose to double your static damage bonuses as well as your damage dice.

***Conviction***: Your divine conviction nourishes your Soul. You heal 2 points of damage at the start of your turn as long as you have not fallen unconscious.

***Righteousness***: Your blade is as sharp as your righteousness. You gain a +1 bonus on all attack rolls you make. In addition, you gain a critical hit range increase of 19-20.

***Serenity***: You remain serene and confident in your dedication. Your spell saves DC increases with +1.

***Indignation***: You will suffer no indignation. Your AC gains a +1 bonus.

***Contempt***: Heretics fill you with nothing but contempt. You gain a +1 bonus on all saving throws you make. This bonus is doubled for any vitality saving throws you make.

***Defiance***: Losing is not an option. You gain resistance against one elemental damage type (acid, cold, fire, lightning, or thunder). When you Proclaim this Judgement, choose one. You must possess at least 10 level picks of [*Divine Oath*] to choose this judgment.

At 4th level and every three level picks thereafter of [*Divine Oath*] you can use this ability one additional time per long rest.

##### **Secondary Selection**

Lay on Hands [***Divine Oath***]

You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your [*Divine Oath*] level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This ability does not affect constructs.

#### **Level 2**

Level 2 offers two Selections.

**Primary Selection**

Divine Smite [***Divine Oath***]

You gain the ability to purchase special spell slots with your Potential, Smite spell slots. You purchase them just like your normal spell slots with Potential, but you must use Potential you gain from Divine Oath to buy them. Smite spell slots must abide by the normal number of spell slot limitations but do so exclusively from normal spell slots. For example, you may have seven normal spell slots of level 1 and seven Smite spell slots of level 1 with Moderate Spellcasting at the same time. Smite spell slots do not require a Soul Mark, Soul Power nor a Soul Check when used. You regain all your spent Smite spell slots on a long rest.

After you attack a creature with a melee weapon attack, you may expend a Smite spell slot to deal extra damage to that target, in addition to the weapon’s damage. The type of the damage equals one of your Enneade’s favorite damage types. When you gain this ability you choose which damage type your Smites will deal with for the rest of the game. The extra damage is 10 for a first level spell slot, plus 5 for each spell level higher than 1st, to a maximum of 25 extra damage. The damage increases by 5 if the target is a favored enemy of your Enneade, to a maximum of 30 damage. You cannot use Smite more than once per round.

Fighting style [***Divine Oath***]

* ***Archery***: +2 attack rolls made with ranged weapons.
* ***Defense***: While you’re wearing armor, you gain a +1 bonus to AC.
* ***Dueling***: When you’re wielding a melee weapon in one hand and no other weapon, you gain a +2 bonus to damage rolls with that weapon.
* ***Great Weapon Fighting***: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you’re wielding with two hands, you can reroll the dice and must use the new results.
* ***Protection***: When a creature you can see attacks a target other than you that is within 1 m of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
* ***Two-Weapon Fighting***: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

##### **Secondary Selection**

Fighting style [***Divine Oath***]

* ***Archery***: +2 attack rolls made with ranged weapons.
* ***Defense***: While you’re wearing armor, you gain a +1 bonus to AC.
* ***Dueling***: When you’re wielding a melee weapon in one hand and no other weapon, you gain a +2 bonus to damage rolls with that weapon.
* ***Great Weapon Fighting***: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you’re wielding with two hands, you can reroll the dice and must use the new results.
* ***Protection***: When a creature you can see attacks a target other than you that is within 1 m of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
* ***Two-Weapon Fighting***: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

##### **Primary Selection**

Sacred Oath [***Divine Oath***]

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. After 6 level picks of [*Divine Oath*] you can use it twice per day, and after 18 level picks of [*Divine Oath*] thrice.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your spell save DC.

In addition, you may expend a use of Channel Divinity as a bonus action to regain one expended spell slot of the first level.

**- *Riahn***: You gain the following two Channel Divinity options.

* ***Sacred Weapon***: As an action, for 10 rounds you add your Resolve modifier to attack rolls made with a weapon of your choice (with a minimum bonus of +1). The weapon also emits bright light in a 4 m radius and dim light 4 m beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as a bonus action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
* ***Turn the Unholy***: You can force any undead or fiends within 6 m of you to make a Resolve saving throw or become turned as an action. On a failed save, the creature is turned for 10 rounds or until it takes damage. A turned creature suffer a number of penalties:
	+ It cannot take reactions.
	+ Every turn the creature is turned it must move as far as possible away from you.
	+ It cannot willingly move within 6 m of you.
	+ Any actions it takes must be dash actions to try and escape from you and the effect
	+ If it cannot move further away from you, it can only use the dodge action.
	+ If the creature is using an illusion or a shapeshifting effect to conceal its true form, its true form is revealed as long as it is turned.

**- *Gera***: You gain the following two Channel Divinity options.

* ***Burgeoning Tangle***: You can attempt to restrain a creature within 2 m of you by causing magical vines to spring forth as an action. The target breaks free from the vines, which vanishes) if it succeeds on a Brawn or Dexterity saving throw (it’s choice). While restrained by the vines, the creature repeats the saving throw at the end of each of its turns.
* ***Alpha’s Dominance***: You can force any undead or constructs within 6 m of you to make a Resolve saving throw or become turned as an action. On a failed save, the creature is turned for 10 rounds or until it takes damage. A turned creature suffer a number of penalties:
	+ It cannot take reactions.
	+ Every turn the creature is turned it must move as far as possible away from you.
	+ It cannot willingly move within 6 m of you.
	+ Any actions it takes must be dash actions to try and escape from you and the effect.
	+ If it cannot move further away from you, it can only use the dodge action.
	+ If the creature is using an illusion or a shapeshifting effect to conceal its true form, its true form is revealed as long as it is turned.

**- *Teranis***: You gain the following two Channel Divinity options.

* ***Calculated Strike***: After you make an attack roll, but before the GM declares it to be a hit or a miss, you may add +10 to the result of your roll.
* ***Mantle of Anguish***: As an action, you can force one creature of your choice within 6 m of you to make a Resolve saving throw or become frightened of you. This condition lasts for 10 rounds or until the creature succeeds on another Resolve saving throw they can make if they are more than 6 m away from you at the end of their turn. If the creature cannot move more than 6 m away from you, it can still roll the saving throw if it has moved as far away as possible away from you.

**- *Lapuana***: You gain the following two Channel Divinity options.

* ***Test their Mettle***: As an action, you can taunt an enemy. A creature of your choice within 6 m of you must make a Composure saving throw. On a failed save, it can't willingly move more than 6 m away from you. This effect ends if you are incapacitated, dead or if the creature was unwillingly moved more than 6 m away from you.
* ***A New Beginning***: You can restore a number of hit points equal to 1d6 + your Presence modifier to each creature of your choice within 6 m of you as a bonus action. You can only restore hit points of creatures who currently have no more than half of its hit points this way.

- ***Borias***: You gain the following two Channel Divinity options.

***Subdue the Unliving***: As an action, you can force one undead creature of your choice within 6 m of you to make a Resolve saving throw or be forced to follow your commands. This effect lasts for 24 hours or until you use this Channel Divinity option again. You cannot target an undead creature with a challenge rating that is equal to, or greater than your [*Divine Oath*] level with this ability.

* ***Mantle of Power***: As an action, you can force one creature of your choice within 6 m of you to make a Resolve saving throw or become frightened of you. This condition lasts for 10 rounds or until the creature succeeds on another Resolve saving throw they can make if they are more than 6 m away from you at the end of their turn. If the creature cannot move more than 6 m away from you, it can still roll the saving throw if it has moved as far away as possible away from you.

**- *Suhlmis***: You gain the following two Channel Divinity options.

* ***Disarming Smile***: As an action, you can force one creature of your choice within 12 m of you to make a Composure saving throw or become charmed by you for 10 rounds. Humans worshipping Teranis and Enna of Teranis suffer disadvantage on this saving throw. While charmed, the creature's speed is 0, and It can't benefit from any bonus to its speed. At the end of each of the creature’s turns, it can repeat the saving throw to end this effect on itself.
* ***Act of Aggression***: You can target one creature of your choice within 2 m of you with your Aggression as a bonus action. You gain advantage on attack rolls for 10 rounds against a creature targeted this way, or until the creature is defeated.

- ***Vegomo***: You gain the following two Channel Divinity options.

* ***Peaceful Solution***: You can grant yourself a +5 bonus to Persuasion (Pre) checks for 10 minutes as a bonus action.
* ***Pacify***: Immediately after another creature within 6 m of you is dealt damage from an attack that did not originate from you, you can spend your reaction to force the attacker to make a Resolve saving throw. On a failed save, the attacker takes psychic damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

##### **Secondary Selection**

General Upgrade [***Divine Oath***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

#### **Level 4**

Ability Score Improvement or Feat [***Divine Oath***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 5**

Extra Attack [***Divine Oath***]

As part of your attack action, you can make two attacks instead of one. You must possess at least 1 level of [*Divine Oath*] to be eligible for this ability (excluding this level).

#### **Level 6**

Aura of Protection [***Divine Oath***]

Whenever you or a friendly creature within 2 m of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Presence modifier (minimum 1 but maximum +3). You must be conscious to grant this bonus. At 18th total level, the range of this aura increases to 6 m.

#### **Level 7**

Sacred Oath [***Divine Oath***]

* ***Riahn - Aura of Radiant Awe***: You and friendly creatures within 2 m of you have advantage on mental and social saving throws while you are conscious. At 18th total level, the range of this aura increases to 6 m.
* ***Gera - Defender of the Pack***: When a creature within 2 m of you takes damage, you can use your Reaction to magically take that damage, instead of that creature taking it. This ability doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way. At 18th total level, the range of this aura increases to 6 m.
* ***Teranis - Scheming Generosity***: You, your allies, any celestial and fiends within 2 m of you, gain a bonus to their weapon damage rolls equal to your Cunning modifier (minimum 1). A creature can benefit from this ability from only one source at a time. At 18th total level, the range of this aura increases to 6 m.
* ***Lapuana - Harmony***: When a creature within 2 m of you takes damage, you can use your Reaction to magically take that damage, instead of that creature taking it. This ability doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way. At 18th total level, the range of this aura increases to 6 m.
* ***Borias - Harbinger of Ruin***: As long as you are not incapacitated, creatures who are frightened and are within 2 m of you that you can see and hear, suffer a number of penalties:
	+ Their speed becomes 0.
	+ If the creature starts its turn within your range, it takes cold damage equal to half your [*Divine Oath*].

At 18th total level, the range of this ability increases to 6 m.

* ***Suhlmis - Fervent Persecution***: Whenever you successfully hit an opportunity attack, you can immediately move up to half your speed as part of the same reaction. This movement doesn't provoke opportunity attacks.
* ***Vegomo - Queller of Violence***: You and friendly creatures within 2 m of you have resistance to damage from spells. At 18th total level, the range of this aura increases to 6 m.

#### **Level 8**

Ability Score Improvement or Feat [***Divine Oath***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 9**

Divine Health [***Divine Oath***]

You become immune to disease and gain resistance against poison damage.

#### **Level 10**

Aura of Courage [***Divine Oath***]

You and friendly creatures within 2 m of you can't be frightened or charmed while you are conscious. At 18th total level, the range of this aura increases to 6 m.

#### **Level 11**

Improved Divine Smite [***Divine Oath***]

Whenever you hit a creature with a melee weapon, the creature takes an extra 5 damage of one of your Enneade’s favorite damage types (choose once). If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite. If you’ve not already taken Divine Smite, you gain Divine Smite instead.

#### **Level 12**

Ability Score Improvement or Feat [***Divine Oath***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 13**

General Upgrade [***Divine Oath***]

Gain one of your choice:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 20 Potential

#### **Level 14**

Cleansing Touch [***Divine Oath***]

You can use your action to end one spell on yourself or on one willing creature that you touch. You can use this ability a number of times equal to your Cunning modifier (a minimum of once). You regain expended uses when you finish a long rest.

#### **Level 15**

Sacred Oath [***Divine Oath***]

* ***Riahn - Purity of Spirit***: You gain resistance against necrotic and radiant damage.
* ***Gera - Survival of the Fittest***: If you end your turn in combat with fewer than half of your hit points and you are not incapacitated, you regain a number of hit points equal to 1d6 + half your [*Divine Oath*].
* ***Teranis - Resilient Duality***: You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* ***Lapuana - Unperturbed Wanderer***: You have advantage on saving throws to avoid becoming paralyzed or stunned.
* ***Borias - Immortal Will***: Once per long rest, when you drop to 0 hit points but not killed outright you can choose to drop to 1 hit point instead. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.
* ***Suhlmis - Nemesis***: When a creature under the effect of your Act of Aggression makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
* ***Vegomo - Guilty Conscience***: As long as you are not incapacitated, whenever a creature hits you with an attack, that creature takes psychic damage equal to your Presence modifier (minimum of 1).

#### **Level 16**

Ability Score Improvement or Feat [***Divine Oath***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 17**

General Upgrade [***Divine Oath***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 20 Potential

#### **Level 18**

General Upgrade [***Divine Oath***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 20 Potential

#### **Level 19**

Ability Score Improvement or Feat [***Divine Oath***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 20**

Sacred Oath [***Divine Oath***]

* ***Riahn - Holy Nimbus***: As an action, you can emanate light. For 10 rounds, a bright light shines from you in a 6 m aura radius, and dim light shines 6 m beyond that. Whenever an enemy creature starts its turn in your 6 m bright light aura, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells with cold damage. Once you use this ability, you can't use it again until you finish a long rest.
* ***Gera - Verdant Warden***: Once per long rest, as an action, you can transform into a powerful champion of the wilds. For 10 rounds you gain the following benefits:
	+ At the start of each of your turns, you regain 10 hit points.
	+ Whenever you cast a spell that has a casting time of 1 action, you can cast it using a bonus action instead.
	+ Enemy creatures within 2 m of you have disadvantage on saving throws against your spells and Channel Divinity options.
* ***Teranis - Beacon of Death***: Once per long rest, you can cloak yourself in mighty shadows as an action. For 10 rounds you gain a number of benefits:
	+ You reduce bright light in a 6 m radius around you to dim light.
	+ Whenever an enemy that is frightened by you starts its turn within 6 m of you, it takes 4d10 necrotic damage.
	+ Creatures other than you, that rely on sight have disadvantage on attack rolls against creatures within 6 m of you.
	+ You can use a bonus action on your turn to cause your shadows to attack one creature within 6 m of you. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Cunning modifier (minimum 1).
* ***Lapuana - Lunar Paragon:*** Once per long rest, you can give yourself a number of benefits that last for an hour by spending an action.
	+ You have Resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
	+ Your allies have advantage on death saving throws while within 6 m of you.
	+ You have advantage on Resolve saving throws, as do your allies within 6 m of you. This effect ends early if you are incapacitated or die.
* ***Borias - Embodiment of Winter’s Cruelty*:** Once per long rest, you become the embodiment of winter as an action. For 10 rounds you gain a number of benefits:
	+ You have resistance to all damage.
	+ When you take the attack action on your turn, you can make one additional attack as part of that action.
	+ Your melee weapon attacks gain an increased critical hit range of 19 to 20.

- ***Suhlmis - Merciless Avenger***: Once per long rest, as an action, you can transform into an avatar of vengeance. For 10 rounds you gain the following benefits:

       You gain a flying speed of 12 m as wings of fire appears on your back.

* The first time any enemy creature moves within 6 m of you or starts its turn within 6 m, the creature must succeed on a Resolve saving throw or become frightened of you for 10 rounds or until it takes any damage. Attack rolls against the frightened creature have advantage.

* ***Vegomo - Arbiter of Peace:*** As an action, you can awaken your mind’s eye. For 10 rounds you gain a number of benefits:
	+ You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
	+ Whenever a creature hits you with an attack, it takes psychic damage equal to half the damage you take from the attack.
	+ If you attack a creature, cast a spell on it, or deal damage to it by any means but this ability or Guilty Conscience ability, neither benefit works against that creature until you finish a long rest.