Paladin - Oath of Sanity - GM Binder

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Focus Mind: As a reaction to becoming Frightened,

Paladin Oath Charmed, or suffering a negative mental status inflicted by


failing an Intelligence, Wisdom or Charisma saving throw,
Oath of Sanity you may focus your mind, expending your Channel Divinity to
The Oath of Sanity is the oath of someone that has survived immediately end the effect.
exposure to the horrors that lay beyond the veil. Aura of Binding
While most who have glimpsed into the Far Realm suffer Beginning at 7th level, you project an grounding aura against
instant and irrevocable madness, these Paladins have the warping of space around you. Creatures of your choice
glimpsed beyond and sworn to remain sane, no matter what within 10 feet attempting to teleport or cross planar
the cost. They reject shielding their fragile mind from what boundaries must pass a Charisma saving throw against your
they've seen in comforting shroud of madness. spell save DC. On a failure, the spell slot is not wasted but the
An Oath of Sanity Paladin will usually seem to others as action is. At 18th level, the range of this aura increases to 30
true neutral or lawful neutral following obscure codes feet.
incomprehensible to those who haven't experienced a brush
with the beyond, their morality coming in blue and orange Constant Vigilance
rather than black and white. Almost universally they are Starting at 15th level, you can no longer be surprised, and
dedicated preventing the threats beyond from consuming the your passive perception remains the same even while
material world and shattering the fragile minds within. unconscious so long as you have at least 1 health.
These are the ones who make grim decisions for the Additionally, when you roll for Initiative, if the total result of
greater good, for they know what lies beyond. your roll is less than your passive perception, you can replace
Tenets of Sanity the result with your passive perception value.
Order. Never act on random or chaotic impulses. These Awoken
are the cracks of madness. At 20th level, as an action, you can fully perceive the world
Vigilance. Never let your attention wander, least you miss around you for what it is, shattering the foul magics that bind
the signs madness. and piecing the veils that hide, unrelenting and focused,
Discipline. Never indulge in a lapse of behavior, your gaining the following benefits for 1 minute:
habits keep you safe from madness.
Solemnity. Your work is terrible. Never take pleasure in it. You can gain truesight with a range of 120 feet.
That leads to the comfort of madness You are immune to psychic damage.
Sanity. No matter what, never give into madness. Whenever you strike an enemy with a Divine Smite, they
suffer the effects of dispel magic cast at the level of the
Oath Spells spell slot expended.
You gain oath Spells at the paladin levels listed.: You can use Focus Mind without expending your channel
Level Spells
divinity during the effect of this ability.
3rd detect magic, protection from good and evil Once you use this feature, you can't use it again until you
finish a long rest.
5th calm emotions, see invisibility
9th dispel magic, remove curse
13th banishment, dimension door
17th banishing smite, contact other plane

Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Turn the Aberrant: As an action, you can make any
aberration or undead, provided that it's within 30 feet and
that can see or hear you, make a Wisdom saving throw. If the
creature fails its saving throw, it is turned for 1 minute or
until it takes 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.
If the creature's true form is concealed by an illusion,
shapeshifting, or other effect, that form is revealed while it is
turned.

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Kibbles' Compendium
Oath of Sanity Quirks Art Credits
The following are some optional quirks for a player of this Odric, Lunarch Marshal - Magic the Gathering - Wizards
Oath to choose from - these can be either preexisting, of the Coast
signaling their inevitable path toward this Oath, or appear Whispers of Emrakul - Magic the Gathering - Wizards of
over time due to the influence of their experiences. It is the Coast
recommended that your roll twice on the quirk on table... this
Oath rarely results in individuals that would be considered
normal. Supported By
d12 Quirk Creation is made possible by generous patrons:
1
You refer to others as sheltered little lambs. They Allin Knight
have no idea. Ara Enzeru
You talk to yourself to help you stay sane in stressful Austin Fox
2 times. The second personality can be reassuring to Christoph Haaß (Rune)
have around. Corgi B.
Ethan Reinhart
3
You compare how bad anything could be to eldritch David Ramero
monsters ending reality. GMBinder
4 You occasionally bark out "constant vigilance!". HerdSheep
James Sant
5 You keep a list of people you suspect will betray you. Lawrence Eger
6
You frequently change your plan to throw off mind Matt Eger
readers. Seth Lang
7 You never turn your back on a portal.
Spenser Birney
Thought-Knot
8
You are deeply suspecious of anyone casting spells Unlikely Alpaca
on you, even if they are buff or heals.
...and many more!
9
You don't believe in coicidence. It's always cosmic Want to support KibblesTasty in keeping this updated and
forces conspiring. You might be right. creating more homebrew like this? You can join them here on
10 You have a one hundred and one superstitions. Patreon.
You frequently try to explain the danger of perfectly
Thank you!
11
normal activities in great depth.
12 You keep a tin lining on your helmet.

Kibbles' Compendium
 
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