Oath of Tirmar |
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Subclass Features |
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♦ Level 3Bonus LanguageWhen you take the oath of Tirmar, you acquire the Timarian Language. Channel Divinity: Golden SpeechChannel Divinity to gain advantage on Persuasion and Intimidation checks for one hour. Channel Divinity: Scourge of the HiddenChannel Divinity to deal 1d8 radiant damage on attacks that hit opponents with either natural shapeshifting or Darkvision. Oath of Tirmar SpellsLevel 3: Sleep, Shield ♦ Level 7Aura of TruthFriendly creatures in the aura gain superior darkvision and +2 Perception. |
Oath of Tirmar is a Subclass in Solasta: Crown of the Magister. Oath of Tirmar is a subclass of the Paladin Class. A character's class is their profession and grants specific features as listed. New powers, and access to subclasses, are granted at a higher level of experience. Each class also gives you a set of equipment that you can customize.
Paladins who swear the Oath of Tirmar belong to an older order descended from the Tirmarian Inquisition. Obsessed with their arc-enemies, the legendary Dorr-Akkath, they conduct their rituals in the old language of Tirmar, and hold grudges from the time of the Cataclysm a thousand years ago.
Oath of Tirmar Information
Oath of Tirmar Subclass Features
Level 3
- Bonus Language: When you take the oath of Tirmar, you acquire the Timarian Language.
- Channel Divinity: Golden Speech: Channel Divinity to gain advantage on Persuasion and Intimidation checks for one hour.
- Channel Divinity: Scourge of the Hidden: Channel Divinity to deal 1d8 radiant damage on attacks that hit opponents with either natural shapeshifting or Darkvision (2d8 if both). The effect lasts for 10 minutes.
- Oath of Tirmar Spells: In your list and always prepared.
Level 7
- Aura of Truth: Friendly creatures in the aura gain superior darkvision and +2 Perception.
Paladin Initial Features
- Wisdom, Charisma Saving Throw Proficiencies.
- Paladin Armor Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shield.
- Paladin Weapon Proficiencies: Simple Weapons, Martial Weapons
- Paladin Skills: Choose 2 of these skills; Athletics, Insight, Intimidation, Medicine, Persuasion, Religion.
- Divine Sense: Reveals celestials, fiends, and undead.
- Healing Pool: A pool of healing power - 5 points per Paladin level.
- Lay on Hands: Spend points from your healing pool to restore lost HP.
- Neutralize Poison: Spend 5 points from your healing pool to neutralize one poison.
- Cure Disease: Spend 5 points from your healing pool to cure one disease.
Higher Level Features
Level 2
- +11 Hit Points
- Gain one additional hit die
- Divine Smite: When you hit a creature with a melee weapon, you can spend one spell slot to deal 2d8 additional radiant damage. +1d8 per slot level 1st, +1d8 when hitting an undead or a fiend.
- Fighting Style: Choose a Fighting Style as a specialty.
- Paladin Spellcasting: Can cast spells from the Paladin Spells list.
Level 3
- +11 Hit Points
- Additional Spell Slot
- Gain one additional hit die
- Channel Divinity: Can use the Channel Divinity actions once between rests.
- Sacred Oaths: Select and swear the sacred oath that binds you as a paladin forever!
Level 4
- +11 Hit Points
- Gain one additional hit die
- Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.
Level 5
- +11 Hit Points
- Gain one additional hit die
- +3 Proficiency Bonus: Affects all attacks, saving throws, skill & tool checks, and spell DC.
- Extra Attack: You can attack one more time, per combat turn, when you use the attack or shove actions.
Level 6
- +11 Hit Points
- Gain one additional hit die
- Aura of Protection: Grants a saving throw bonus to your surrounding allies, equal to your CHA modifier (min. 1).
Level 7
- +11 Hit Points
- Additional Spell Slot
- Gain one additional hit die
- Unlocks a Paladin Subclass feature
Level 8
- +11 Hit Points
- Additional Spell Slot
- Save DC is increased to 16
- Gain one additional hit die
- Spell attack is increased to +8
- Ability Score Choice: Choose between increasing your ability scores or gaining a bonus feat.
Level 9
- +11 Hit Points
- Gain one additional hit die
- +4 Proficiency Bonus: Affects all attacks, saving throws, skill & tool checks, and spell DC.
Level 10
- Aura of Courage: You and allies within 10 feet cannot be frightened while you are concious. At 18th level, the range becomes 30 feet.
Paladin Starting Equipment
- Longsword & Shield or Greatsword & Battleaxe
- Javelin x5 or Spear
- Holy Symbol (Amulet)
- Chain Mail
- Priest's Pack or Explorer's Pack
Oath of Tirmar Tips & Builds
- Note 1
- Note 2
Shield is a nice spell so is Sleep, and Slow at high level. Gain an extra language, and Golden Speech seems awesome. This would be a good battle field control and face of party paladin. Depends on the party composition obviously. Of course, I like Oath of the Motherland cast Fireball speak to survivors eliminate any threats and hope you are not being a murder hobo. Generally, not cause you care if you are being a murder hobo but because you don't want the town folks in an uproar because it is bad for business. And you are after-all in the Hero Business. This is a good choice for a Paladin though.
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