Paladin Oath Focus Mind: As a reaction to becoming Frightened,
Charmed, or suffering a negative mental status inflicted by
Oath of Sanity failing an Intelligence, Wisdom or Charisma saving throw,
The Oath of Sanity is the oath of someone that has survived you may focus your mind, expending your Channel Divinity to
exposure to the horrors that lay beyond the veil. immediately end the effect.
While most who have glimpsed into the Far Realm suffer Aura of Binding
instant and irrevocable madness, these Paladins have
glimpsed beyond and sworn to remain sane, no matter what Beginning at 7th level, you project an grounding aura against
the cost. They reject shielding their fragile mind from what the warping of space around you. Creatures of your choice
they've seen in comforting shroud of madness. within 10 feet attempting to teleport or cross planar
boundaries must pass a Charisma saving throw against your
An Oath of Sanity Paladin will usually seem to others as spell save DC. On a failure, the spell slot is not wasted but the
true neutral or lawful neutral following obscure codes action is. At 18th level, the range of this aura increases to 30
incomprehensible to those who haven't experienced a brush feet.
with the beyond, their morality coming in blue and orange
rather than black and white. Almost universally they are Constant Vigilance
dedicated preventing the threats beyond from consuming the
material world and shattering the fragile minds within. Starting at 15th level, you can no longer be surprised, and
your passive perception remains the same even while
These are the ones who make grim decisions for the unconscious so long as you have at least 1 health.
greater good, for they know what lies beyond.
Additionally, when you roll for Initiative, if the total result of
Tenets of Sanity your roll is less than your passive perception, you can replace
the result with your passive perception value.
Order. Never act on random or chaotic impulses. These
are the cracks of madness. Awoken
Vigilance. Never let your attention wander, least you miss
the signs madness. At 20th level, as an action, you can fully perceive the world
Discipline. Never indulge in a lapse of behavior, your around you for what it is, shattering the foul magics that bind
habits keep you safe from madness. and piecing the veils that hide, unrelenting and focused,
Solemnity. Your work is terrible. Never take pleasure in it. gaining the following benefits for 1 minute:
That leads to the comfort of madness
Sanity. No matter what, never give into madness. You can gain truesight with a range of 120 feet.
You are immune to psychic damage.
Oath Spells Whenever you strike an enemy with a Divine Smite, they
suffer the effects of dispel magic cast at the level of the
You gain oath Spells at the paladin levels listed.: spell slot expended.
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
5th finish a long rest.
9th calm emotions, see invisibility
13th dispel magic, remove curse
17th banishment, dimension door
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.
Kibbles' Compendium 1
Oath of Sanity Quirks Art Credits
The following are some optional quirks for a player of this
Oath to choose from - these can be either preexisting, Odric, Lunarch Marshal - Magic the Gathering - Wizards
signaling their inevitable path toward this Oath, or appear of the Coast
over time due to the influence of their experiences. It is Whispers of Emrakul - Magic the Gathering - Wizards of
recommended that your roll twice on the quirk on table... this the Coast
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
Austin Fox
You talk to yourself to help you stay sane in stressful Christoph Haaß (Rune)
2 times. The second personality can be reassuring to Corgi B.
Ethan Reinhart
have around. David Ramero
GMBinder
3 You compare how bad anything could be to eldritch HerdSheep
monsters ending reality. James Sant
Lawrence Eger
4 You occasionally bark out "constant vigilance!". Matt Eger
Seth Lang
5 You keep a list of people you suspect will betray you. Spenser Birney
Thought-Knot
6 You frequently change your plan to throw off mind Unlikely Alpaca
readers. ...and many more!
Want to support KibblesTasty in keeping this updated and
7 You never turn your back on a portal. creating more homebrew like this? You can join them here on
Patreon.
8 You are deeply suspecious of anyone casting spells Thank you!
on you, even if they are buff or heals.
9 You don't believe in coicidence. It's always cosmic
forces conspiring. You might be right.
10 You have a one hundred and one superstitions.
11 You frequently try to explain the danger of perfectly
normal activities in great depth.
12 You keep a tin lining on your helmet.
Kibbles' Compendium
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