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Divine Oath

By taking a sacred Oath, you gain acess to a few Cleric Aura Techniques. Nobody knows how Knights are using Aura without a proper training (including them). There are four Oaths listed below and each give acess to three Techniques.

 

From obvious reasons you can only take one oath.

 

Oath of Protection

 

Level 1: Field of Piece

 

Level 2: Field of Purity

 

Level 3: Field of Protection

 

Oath of Vengence

 

Level 1: Field of Worry

 

Level 2: Field of Impurity

 

Level 3: Field of Destruction

 

Oath of Devotion

 

Level 1: Field of Truth

 

Level 2: Field of Courage

 

Level 3: Field of Stability

 

Oath of Freedom

 

Level 1: Field of Anarchy

 

Level 2: Field of Trickery

 

Level 3: Field of Freedom

 

 

You use those Techniques automatically (no dice roll needed) but you need to spend one Focus Point for every round that the Technique is active. Higher level techniques require more Focus.

 

 

Oath of Protection

 

  • Field Of Piece: You and your allies gain Persuassion advantage against everyone in area against checks that doesn't invove violence

     

  • Field of Protection: You and your allies  reduce damage by 1 to a minimum of 1. This damage reduction is added after every other effect, such as block or Armor.

     

  • Field of Life: While this field is active, you and your allies heal 1 point of damage at the start of the round UNLESS they have vital lock condition.

     

Oath of Vengence

 

  • Field of Worry: You and your allies gain Persuassion advantage against everyone in area against checks that DOES invove violence (such as intimidation)

     

  • Field of Impurity: Every enemy gains Healing Resistance. If they already have have resistance this aura doesn't affect them.

     

  • Field of Decay: If the enemy has more than 1 HP, they take 1 point of damage at the start of their round. This damage is unavoidable.

     

Oath of Devotion

 

  • Field of Truth: You and your allies gain Insight advantage against everyone in area that tries to deceive them

     

  • Field of Stability: You and your allies cannot be moved against their will or knocked prone

     

  • Field of Confidence: You and your allies can take 12 instead of rolling d20 in every d20 action roll (including attack rolls)

     

Oath of Freedom

 

  • Field of Anarchy - You and your allies gain advantage in every Deception test that require talking

     

  • Field of Freedom - You and your allies can move though difficult terrain with full speed

     

  • Field of Luck - You and your allies can Reroll ANY d20 roll but the second time they roll they roll d12. They cannot reroll any d12 rolls.

     

Requirements:

CLASS: 1

Charisma: +1

CLASS: 2

Charisma: +2

CLASS: 3

Charisma: +3

Level Effect:

You gain acess to level 1 Aura Technique. You need to spend one Focus Point per round to keep it active.

You gain acess to the level 2 Aura Technique. You need to spend two Focus Point per round to keep it active.

You gain acess to the level 3 Aura Technique. You need to spend two Focus Point per round to keep it active. You need to spend only one Focus Point per round to keep active your level 2 Aura Technique.

Created by Jan Tyszka

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