Hit Points at 1st level: 13 + Constitution Score
Hit points per level: 5
Hit Dice amount: Prof + constitution modifier + 2 (minimum 1)
Hit Dice Size: 1d10
Saving Throws: Courage, Composure
Skill pts at 1st level: 2
Skill pts per level: 1
Proficiencies: Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Choose one of the following sets of enemies: celestials and fiends, fey and elementals, or aberrations and undead. You can always sense when a creature of one of your chosen types is within 30 feet of you, but cannot determine their number, type, or location. As a bonus action, you can briefly enhance your senses to learn the location, number, and type of any creatures of your chosen types within 30 feet of you. When you do so, creatures of those types that are within range make a Composure saving throw against your spell save DC, with advantage if the creature’s CR is higher than your Oathbound level. On a failed save, you also learn the creature’s identity. Within the same radius, you also detect any locations that have been consecrated or desecrated, as with the hallow spell. You can activate this feature a number of times equal to your Charisma modifier, and regain spent uses upon finishing a long rest. Upon finishing a long rest, you may also swap your chosen set of creature types for another.
Your blessed touch can heal wounds. 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 Oathbound level × 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 feature has no effect on undead and constructs.
You draw on divine magic through meditation and devotion to your oath. You have Half Caster spell progression and your spellcasting Ability is Charisma.
You prepare the list of oathbound spells that are available for you to cast, choosing from the oathbound spell list. When you do so, choose a number of Oathbound spells equal to your Charisma modifier + half your oathbound level (minimum of one spell). You can change your list of prepared spells whenever you finish a long rest by meditating for at least 1 minute per spell level for each spell on your list.
You can use a holy focus as a spellcasting focus for your oathbound spells
At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Sanguine Knot, Spirited Steed, or Tempered Iron. You learn two maneuvers of your choice from traditions you are proficient with.
You use your maneuvers by spending exertion points, but you do not gain an exertion pool. Instead, at the start of each of your turns you can expend spell slots of 1st-level or higher to gain exertion points that go into a temporary exertion pool which lasts until you start your next long rest. You gain 2 exertion points for a 1st-level spell slot, and 2 more for each spell slot level above 1st.
The Maneuvers Known column of the oathbound table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with
Starting at 2nd level, whenever you attack a creature with a weapon attack, but before you roll to hit, you can choose to treat the attack as a divine smite that deals an additional 1d8 radiant damage. If you miss, the ability is considered unused. The amount of extra damage increases as you gain levels in this class, as shown in the Smite Damage column of the oathbound table.
You can use this feature a number of times equal to your proficiency bonus, and regain spent uses upon finishing a long rest.
In preparing to take your oath, you have learned a number of skills and tricks that can help you during your adventures. At 3rd level, you gain a divine lesson of your choice. The divine lessons available to you are detailed at the end of the class description. The Lessons Known column of the oathbound table shows when you learn more divine lessons.
Also at 3rd level, you become profoundly linked to the oath and tenets that you as an oathbound have sworn to uphold. Until now you have merely been preparing, committed to the path but not sworn to it. Choose an oathbound archetype (from in-print books or from the ones available here, recommended in-print archetypes : Oath of Glory, Oath of Conquest)
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.
Channel Divinity. Your oath allows you to channel the divine for more magical effects than just casting spells. Each Channel Divinity option granted by your oath explains how to use it. Whenever you use your Channel Divinity, you choose which option to use. Once you have used this feature you can’t do so again until you finish a short or long rest. Some Channel Divinity options require saving throws. When using such an effect, the DC for the saving throw equals your oathbound spell save DC.
Tennets. Your oath has Tenets that you must strive to abide by. Whenever you embody a Tenet, you regain one use of your Divine Smite feature, no more than once per Tenet, per long rest.
At 4th level, you are able to manipulate magic to add extra power to your smites. Whenever you would use your Divine Smite feature, you can choose one of the following effects. Once you have used this feature you can’t do so again until you finish a long rest. Alternatively, you can empower a smite by expending a spell slot of 1st-level or higher. Some empowerments require your target to make a saving throw to resist some of the empowerments effects. The DC for these saving throws is the same as your oathbound spell save DC.
Igniting Smite
Your smite instead deals fire damage, and the target must make a Reflex saving throw at the start of each of its turns or take 1d6 fire damage. On a successful save, it takes no damage and the fire is extinguished. The fire can also be put out as an action or by the environment, and extinguishes itself after 1 minute.
Marking Smite
Your smite causes the target to shed bright light for 5 feet, and dim light for an additional 5 feet. The effect lasts for up to 1 minute, or until you target another creature with a weapon attack. As long as the effect lasts, the target gains no benefit from invisibility and has disadvantage on checks made to hide.
Repelling Smite
Your smite instead deals force damage, and the target must make a Anchor saving throw or be pushed back 10 feet and knocked prone. On a successful save, the target is knocked back only 5 feet and is not knocked prone.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
At 5th level, you can attack twice instead of once whenever you take the attack action on your turn.
Also at 5th level, your oath has so inspired you that your words seem to be imbued with magic when you talk about it. Choose one of the following features.
Devout
You gain two Skill Points in the Persuasion skill. You have advantage when using this skill to influence others by discussing your oath or deity, and witnesses that hear your words are inspired to share any useful or important information they might have.
Evangelism
You gain two Skill Points in the Deception skill. You have advantage when using this skill to convert others through preaching about your oath or deity, and witnesses that hear your words are inspired to donate to your cause.
Fearmonger
You gain two Skill Points in the Intimidation skill. You have advantage when using this skill and your faith to intimidate others, and witnesses with opposing views make obvious efforts to avoid you
At 6th level, you are able to manifest an aura that aids you and your allies. Each aura has a radius in its description, is centered on you, and you must be conscious for you and your allies to benefit from it. You can have only one of the following auras active at a time, and can change which aura is active whenever you finish a long rest. At 18th level, the range of all auras is tripled.
Aura of Courage. You and allies within 20 feet cannot be frightened.
Aura of Resistance. You and allies within 10 feet of your aura gain a bonus on saving throws equal to your Charisma modifier.
Aura of Willpower. You and allies within 20 feet cannot be charmed.
At 8th level you learn the following new empowerments for your smites, and can use this feature twice at no cost in between long rests. Alternatively, you can use an empowered smite by expending a spell slot of 1st-level or higher.
Blinding Smite
The target makes a Composure saving throw. On a failure, it is blinded for 1 minute. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.
Disorienting Smite
Your smite instead deals psychic damage and the target makes a Sanity saving throw. On a failed save, it has disadvantage on attack rolls for 1 minute. At the end of each of its turns the target can repeat the saving throw, ending the effect on a success.
Taunting Smite
The target makes a Sanity saving throw. On a failed save, it takes an additional 1d6 radiant damage when attacking a creature other than you and cannot make opportunity attacks against anyone but you. This effect lasts up to 1 minute, and the target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
At 9th level, you can draw upon your oath for extra assistance in social situations. Choose one of the following features.
Lend Faith
When an ally within 30 feet that can see and hear you would make a saving throw or ability check, as a reaction before they roll, you can inspire them with your faith, adding your Charisma modifier to the roll. Once you have used this feature you can’t do so again until you finish a short rest.
Reveal Heresy
You gain three Skill Points in the Insight skill, and gain an expertise die on to Insight checks. Whenever a creature is lying to you, it makes a Composure saving throw against a DC equal to your passive Insight score. This save is made with disadvantage and done in secret by the Narrator. On a failure, you get a strong sense that they are being untruthful.
Truth of Conviction
Whenever you or an ally are telling the truth and make any Charisma ability check to do so, you can use this feature to treat any roll of 10 or less as an 11 for that roll. Once you have used this feature you can’t do so again until you finish a short rest
At 10th level, you gain a more powerful aura that is active alongside your Sacred Aura. The range of this aura is the same, and you can only have one Improved Sacred Aura active at a time. You can swap your active improved aura upon finishing a long rest.
Aura of Healing. Whenever you or an ally cast a spell to heal yourself or another ally while both are within your aura, both the spellcaster and target gain additional hit points equal to your Charisma modifier.
Aura of Overcoming. Weapon attacks made by allies within your aura are considered magical for the purpose of overcoming damage resistances and immunities.
Aura of Smiting. Whenever an ally within your aura scores a critical hit with a weapon attack, they deal additional radiant damage equal to half your oathbound level.
Beginning at 11th level, each of your strikes is infused with divine might. Whenever you hit a creature with a melee weapon attack, you deal an extra 1d8 radiant damage.
At 12th level, you can transform divine energy into more easily manipulated magics. You can use a bonus action to recite a short prayer or mantra and expend a use of Channel Divinity to regain a spell slot of 3rd-level or less. Once you have used this feature three times, you cannot do so again until you finish a long rest.
Starting at 14th level, you can use your action to touch one willing creature (or yourself) and choose one of the following effects.
All In. The target gains advantage on its next weapon attack, and deals an extra 1d8 radiant damage on a hit.
Iron Will. For the next minute, as long as you are conscious the target gains advantage on Sanity and Couraage saving throws made against spells and other magical effects.
Walk It Off. One spell or condition affecting the target ends.
Once you have used this feature a number of times equal to your Charisma modifier, you cannot do so again until you finish a long rest.
At 20th level, your deity constantly watches over you. Even death cannot touch you as you recover from mortal wounds in a flash of holy light, a sudden swelling of unnatural darkness, or another expression of potent divine power. When you die after being reduced to 0 hit points by an attack or spell, after 1d4 rounds you return to life with 100 hit points. Once you have used this feature, you cannot do so again until you finish a long rest
When you gain access to a new divine lesson, choose one of the following.
When attempting to understand a language with which you are not proficient (whether spoken or written), you can make a DC 15 Wisdom (Insight) check to understand the basic message. If the language is considered forgotten, you roll with disadvantage. You can do so a number of times equal to your Wisdom modifier, and regain spent uses upon finishing a long rest.
You are immune to non-magical diseases and have advantage on saving throws made to resist the poisoned condition and magical diseases.
You gain darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. In addition, you always have the see invisibility spell prepared and can use this feature once per long rest to cast it without expending a spell slot.
Your divine connection and years of training combine to allow you to survive without Supply for a number of days equal to your Charisma modifier without suffering any adverse effects.
You gain an expertise die on Acrobatics and Swim checks. When your party makes a group Acrobatics or Swim check, you may apply the results of your roll to yourself and one ally. You can choose which ally to apply your result to after everyone has rolled, but must do so before the Narrator says whether you succeed or fail.
When you agree to undertake a quest that specifically fulfills the tenets of your Oathbound archetype, you gain and expertise with a skill that will be crucial to completing that quest. The skill is chosen by the Narrator. The benefits of this divine lesson do not change until the quest has been completed.
Whenever you would pay for a meal, room, or minor supplies (such as mundane ammunition) roll 1d6. On a result of 4 or higher the merchant recognizes you as a herald of an order they either fear or respect and charge you nothing. If you insist on paying, they may offer you information about individuals or places that might be of interest to your heraldic order.
You gain an expertise die on Awareness checks when searching for secrets. Additionally, you can always choose to use your Charisma when making Awareness checks.
Choose one type of terrain; arctic, coast, desert, forest, grassland, mountain, subterranean, or swamp. You gain an expertise die on Wilderness checks made in this terrain. In addition, once each week when you have run out of Supply, you can spend 8 hours in the wilderness to find 1d4+2 Supply.
Whenever you would trigger a trap, the Narrator makes a secret Charisma (Awareness) check against the DC to spot the trap. On a success, you do not spot the trap but get a strong sense that moving any further will put you in danger.
You gain an expertise die on Insight checks made to discern the truth. In addition, after you have made a successful Insight check opposed by a creature’s Deception check, you have advantage on Insight checks made against it for 24 hours.
Your Divine Sense extends to detect whenever you enter a place that is or once was of great holy or unholy significance, and you learn basic information about why or to whom it was important. Additionally, you have advantage on checks made to learn more information about the area while you are there.
You gain an expertise die on Intimidation and Persuasion checks. In addition, when you successfully intimidate or persuade a creature, you have advantage on Intimidation and Persuasion checks made against it for the next 24 hours.
While exploring a place which you have never been to before, you can use your reaction to gain advantage on ability checks and attack rolls until the end of your next turn. You can do so a number of times equal to your Wisdom modifier, and regain spent uses upon finishing a long rest.