Soul Oath

* HD: 1d12
* Bonus Skill Points: None
* Spellcasting: Minor

Choose a Soul Oath from below. Once per long rest as a bonus action, you can Threaten a creature that you can see. Threaten lasts you are incapacitated, until the target is incapacitated, or 10 rounds have passed.

Against a Threatened creature, you deal extra damage on weapon attacks equal to 1 + your [Soul Oath] level divided by 5 (rounded up and minimum 2). Threaten also includes an Oath effect that can be found below. You can Threaten one more time per long rest at every five-level picks of [Soul Oath] (including this level) to a maximum of four Threaten uses per long rest.

##### **Secondary Selection**

Born to Ride [***Soul Oath***]

Riding has become as easy as eating and breathing for you. You gain a number of benefits:

* You gain advantage on saving throws made to avoid falling off your mount.
* If you fall off and descend no more than 2 m, you land on your feet and you do not lose any movement as long as you are not incapacitated.
* Mounting or dismounting only costs 1 m of movement instead of half your speed.

##### **Primary Selection**

Vow [***Soul Oath***]

* ***Aegis - Steadfast***: If you are wearing heavy armor, you can spend your reaction to gain resistance against bludgeoning, piercing, slashing until the start of your next turn. You can use this ability once per short rest. After 6 level picks of [*Soul Oath*], you can perform Steadfast twice per short rest, and after 14 level picks of [*Soul Oath*] thrice.
* ***Aspiration - Braggadocio***: Once per short rest, as an action you may demoralize an opponent. Choose one creature within 6 m of you and make a Persuasion check with one ability score of your choice (once you have chosen it will remain that ability score for the rest of the game) against that creature's Empathy (Com). If your roll is higher than the creature’s, they become demoralized for 1d4 turns. A demoralized target suffers -2 to its attack rolls, saving throws, and skill checks for the duration. In addition, against demoralized targets, you gain a +2 bonus to your attack rolls.
* ***Chivalry - Pristine Honor***: You gain proficiency with a saving throw of your choice. In addition, once per short rest, you may reroll one failed saving throw but you must keep the new result.
* ***Loyalty - Got Your Back***: Whenever you use the help action to aid an ally they also receive advantage on any saving throw or skill check they make until the start of your next turn.
* ***Templar - Uplifting Prayer***: As an action, you can mutter a prayer to yourself and receive a bonus equal to your Resolve modifier to one skill check, attack roll, or a saving throw of your choice at any point within 10 rounds. You must declare that you are using this ability before the roll is made. You can use this ability up to four times per long rest.
* ***Vassalage - Call of the Monarch***: Once per short rest, all allies that can hear you and are within 12 m of you, receive advantage on saving throws against charm and fear effects for a number of rounds equal to the number of levels picks you to possess in [*Soul Oath*]. They also receive advantage to one attack roll of their choice that they can use at any point during the same duration. In addition, if a creature that can hear you and is within range has the charm or frightened condition when you activate this ability, they can immediately make another saving throw to resist the effect if that is allowed.

##### **Secondary Selection**

Fighting style [***Soul Oath***]

* ***Archery***: +2 Tattack 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 score modifier to the damage of the second attack.

##### **Primary Selection**

Cavalry Charge [***Soul Oath***]

If you are mounted, you gain advantage on a weapon attack you make immediately after you move at least 2 m in a straight line.

##### **Secondary Selection**

Mighty Steed [***Soul Oath***]

You gain the Partner of the Wild ability from [*Predator*] but it can only take the form of a beast or animal you can ride into battle with.

#### **Level 4**

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

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice.

#### **Level 5**

Extra Attack [***Soul Oath***]

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

#### **Level 6**

Master Handler [***Soul Oath***]

You receive a skill point with Animal Handling and you can gain rank 5 with it. In addition, mounts you are currently riding receive advantage to any mental or social saving throw.

#### **Level 7**

Vow [***Soul Oath***]

* ***Aegis - Curb the Onslaught***: You gain the Sentinel feat.
* ***Aspiration - Kill Steal***: You can make a free attack of opportunity against a target you are currently engaged in melee with immediately afterward another creature scores a critical hit against it.
* ***Chivalry - Mounted Mastery***: Whenever you are mounted and an opponent makes a weapon attack roll against your mount, you may divert the attack by spending a reaction and making an attack roll of your own. If your attack roll is higher, you parry the attack and your mount takes no damage. You can use this ability a number of times per long rest equal to your Cunning modifier and you can only redirect a strike from a creature no more than one size larger than you.
* ***Loyalty - Together***: Once per short rest, As an action you can give all allies within 6 m (including yourself) who can see and hear you a benefit for one round that you choose. Choose one benefit which ally receives (and choose one for yourself):
	+ +2 to AC.
	+ +2 to all attack rolls.
	+ Move up to their speed without spending a movement action.
* ***Templar - In the Service of the Divine***: For three rounds, you and all allies within 6 m of you that share your faith gain a bonus to your attack rolls and damage rolls equal to your Resolve modifier (minimum 1) by calling out the name of your Enneade as a bonus action. You can use this ability once per short rest, plus one additional time per short rest at 12 level picks of [*Soul Oath*] and every four level picks thereafter of [*Soul Oath*].
* ***Vassalage - For the Crown***: For three rounds, you and all allies within 6 m of you that share your loyalties gain a bonus to your attack rolls and damage rolls equal to your Presence modifier (minimum 1) by calling out the name of your sovereign as a bonus action. You can use this ability once per short rest, plus one additional time per short rest at 12 level picks of [*Soul Oath*] and every four level picks thereafter of [*Soul Oath*].

#### **Level 8**

Ability Score Improvement or Feat [***Soul 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**

Bonus Feat [***Soul Oath***]

Gain a bonus feat.

#### **Level 10**

Relentless Assault [***Soul Oath***]

If you hit a creature with a melee attack after you moved at least 2 m in a straight line whilst mounted, that target must succeed on a Brawn saving throw (DC 8 + your proficiency bonus + your Brawn modifier) or be knocked prone. You can use this ability only once on each of your turns.

#### **Level 11**

Great Charge [***Soul Oath***]

Gain the Charger feat. You may exchange one feat you possess for another.

#### **Level 12**

Ability Score Improvement or Feat [***Soul 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**

Oppressive Threat [***Soul Oath***]

Targets that you have Threatened and are within your melee reach take -2 penalty to their AV from attacks made by anyone other than you.

#### **Level 14**

Unshakeable Focus [***Soul Oath***]

While the creature you have Threatened is within 1 m of you, it has disadvantage on any attack roll that doesn't target you.

#### **Level 15**

Vow [***Soul Oath***]

* ***Aegis - Defend Feeble***: Once per short rest, you can spend a reaction to move up to your speed (or your mount’s speed if you are mounted) towards an opponent and make one melee weapon attack. This movement must end adjacent to an enemy and it triggers attacks of opportunity as normal.
* ***Aspiration - Push the Advantage***: Once per long rest, you gain a bonus equal to your proficiency bonus on your AC, ability checks, attack rolls, damage rolls, saving throws, and skill checks for a number of rounds equal to your Cunning modifier (minimum of 1).
* ***Chivalry - Sacred Threat***: Once per long rest, you may increase the potency of your normal Threat ability to a Sacred Threat. When you use Sacred Threat you add your Resolve modifier to all attack rolls and damage rolls made against the target of your Threat. In addition, you gain a critical range of 18-20 against the target of your Threat.
* ***Loyalty - United***: Once per short rest, if you spend an action you can grant all allies within 6 m of you that can hear and see you move up to their speed and make a melee attack as a reaction.
* ***Templar - Avenger***: When you or an adjacent ally is hit with a melee attack, you may make an attack of opportunity with advantage against that creature. If they hit you or your ally suffered was a critical hit, you gain all benefits from your Threat ability against that creature for the purposes of your attack of opportunity, even if you are currently Threatening another creature. You can use this ability a number of times per long rest equal to your Resolve modifier.
* ***Vassalage - Royal Bulwark***: As a reaction, you can redirect an attack made against a creature adjacent to you or yourself to another creature adjacent to you within reach or yourself. This ability must be declared before the attack roll is made. The attack is made against the new AC and defenses, even if the creature could not normally reach or attack the new target. You can use this ability a number of times per long rest equal to your Composure modifier (minimum 1). In addition, allies adjacent to you receive a +2 to their AC.

#### **Level 16**

Ability Score Improvement or Feat [***Soul 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**

Bonus Feat [***Soul Oath***]

Gain a bonus feat.

#### **Level 18**

Acute Guardian [***Soul Oath***]

You gain another reaction per round in combat. This second reaction can only be used to make attacks of opportunity. You cannot use both of your reactions on the same turn.

#### **Level 19**

Ability Score Improvement or Feat [***Soul 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**

Peerless Charge [***Soul Oath***]

Whenever you use the Charger feat you gain advantage on the attack and an improved critical range of 18-20. In addition, if you roll a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds.

### **Oaths** [***Soul Oath***]

When you pick the Threaten ability or a Vow ability, you must choose an Oath and follow its decrees. If your GM considers you have broken your Oath, you lose the ability to Threaten. You can reclaim the ability to do so if you repent in a way your GM finds acceptable.

**Aegis**

You devote yourself to protect those who cannot protect themselves. Defending the common folk from danger and exploitation. You must offer your help when the meek calls for you, and give alms when needed. You cannot endanger or hurt the defenseless.

**Threat**: When you Threaten a creature you receive a +2 bonus to attack rolls against the creature you have Threatened. The bonus to attack rolls increases with +1 for every 6 level picks of [*Soul Oath*].

**Aspiration**

You swear an oath to yourself only and you care foremost about your own needs and goals. If the opportunity presents itself, you cannot refuse the chance to elevate yourself, be it wealth, status, or power. You cannot decline a reward or sacrifice your objectives for another cause.

**Threat**: If an ally would successfully hit the creature you have Threatened with a weapon attack, you may immediately spend a reaction and make a weapon attack of your own against that Threatened creature. You do not add your ability score modifier to the damage roll for the purposes of this weapon attack.

**Chivalry**

You devote your life to the Sacred Code, upholding its tenets to the best of your abilities.

"I will keep faith in the face of hopelessness

Be honest against my own benefit

Valorous despite my fear

Remain loyal to my oaths

Be honorable until my soul leaves me

Answer any challenge that stands before me

And protect the weak and the deserving"

**Threat**: Against creatures that have a higher CR rating than you do or are one size larger than you, you receive +2 to your attack rolls and +2 bonus to your weapon attack damage against the creature if you have Threatened it. Every 6 level picks of [*Soul Oath*] both bonuses increase with +1.

**Loyalty**

You devote yourself to the virtue of loyalty, you commit yourself to a cause or a small number of allies, always having their back. All for one, and one for all. You must always offer aid to those you are loyal to, in or out of combat, even sacrificing yourself if necessary.

**Threat**: Your allies receive a +1 to their weapon attack rolls to hit the creature you have Threatened. Once per short rest, you can use the help action as a free action. You receive an additional free usage of the help action after 11 level picks of [*Soul Oath*] and the bonus your allies receive to hit increases to +2.

**Templar**

You devote yourself to an Enneade, its church, and its members. You must uphold the tenets of your Enneade, aid your church, and protect its members.

**Threat**: When you Threaten a creature you receive a +2 bonus to all saving throws as long as you are engaged in combat. The bonus to your saving throws increases with +1 for every 6 level picks of [*Soul Oath*].

**Vassalage**

You have sworn yourself to authority and devoted yourself to their cause. You must fight for your authority’s interests, defend their territory, and protect their life.

**Threat**: When you Threaten a creature you receive a +1 bonus to your AC against attacks made by the creature you have Threatened. The bonus to your AC increases with +1 for every 6 level picks of [*Soul Oath*].