Oath of Tirmar

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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.

Oath of Tirmar Spells

Level 3: SleepShield
Level 5: Hold Person, Blindness
Level 9: DaylightSlow

♦ Level 7
Aura of Truth

Friendly 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

Level 7

 

Paladin Initial Features

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

 

Oath of Tirmar Tips & Builds

  • Note 1
  • Note 2

 

 

Classes and Subclasses
Battle Domain  ♦  Builds  ♦  Champion  ♦  Child of the Rift  ♦  Circle of Balance  ♦  Circle of the Kindred Spirit  ♦  Circle of the Land  ♦  Circle of Winds  ♦  College of Heroism  ♦  College of Hope  ♦  College of Lore  ♦  College of Tradition  ♦  Commander  ♦  Court Mage  ♦  Darkweaver  ♦  Draconic Bloodline  ♦  Elemental (Fire)  ♦  Elemental (Ice)  ♦  Elemental (Lightning)  ♦  Greenmage  ♦  Haunted Soul  ♦  Hoodlum  ♦  Hunter  ♦  Insight Domain  ♦  Law Domain  ♦  Life Domain  ♦  Loremaster  ♦  Mana Painter  ♦  Marksman  ♦  Mischief Domain  ♦  Mountaineer  ♦  Oath of Devotion  ♦  Oath of Judgment  ♦  Oath of the Motherland  ♦  Oblivion Domain  ♦  Path of Claw  ♦  Path of the Berserker  ♦  Path of the Magebane  ♦  Path of the Stone  ♦  Shadow Tamer  ♦  Shadowcaster  ♦  Shock Arcanist  ♦  Spellblade  ♦  Sun Domain  ♦  Swift Blade  ♦  The Fiend  ♦  The Hive  ♦  The Timekeeper  ♦  The Tree  ♦  Thief  ♦  Way of Freedom  ♦  Way of Light  ♦  Way of Survival  ♦  Way of the Open Hand

 




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    • 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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