Oath of the Motherland |
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Subclass Features |
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♦ Level 3Channel Divinity: Fiery WrathChannel Divinity to target one creature within 12 cells, dealing (2d6 + Paladin level) fire damage and setting the target on fire. Channel Divinity: Fiery PresenceChannel Divinity to blind opponents within 12 cells who fail a Dexterity save. Creatures with Darkvision or better sight in darkness have disadvantage. Oath of the Motherland SpellsLevel 3: Bane, Burning Hands ♦ Level 7Volcanic AuraFriendly creatures in the aura gain fire resistance and +1 to AC. |
Oath of the Motherland is a Subclass in Solasta: Crown of the Magister. Oath of the Motherland 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.
Paladin Oath of the Motherland Build Guide Below:
Paladins who swear the Oath of the Motherland dedicate their lives to restoring the pre-Cataclysm world, undoing the land's decay, and bringing life back, despite its violent and volcanic nature. They reject the term "Badlands" in favor of "Motherland".
Oath of the Motherland Information
Oath of the Motherland Subclass Features
Level 3
- Channel Divinity: Fiery Wrath: Channel Divinity to target one creature within 12 cells, dealing (2d6 + Paladin level) fire damage and setting the target on fire. It can make a DC 10 Dexterity check to put out the fire, or sustain 1d6 more fire damage per turn for one minute.
- Channel Divinity: Fiery Presence Channel Divinity to blind opponents within 12 cells who fail a Dexterity save. Creatures with Darkvision or better sight in darkness have disadvantage. Blindness lasts 1d4 turns.
- Oath of the Motherland Spells: In your list and always prepared.
- Level 3: Bane, Burning Hands
- Level 5: Branding Smite, Scorching Ray
- Level 9: Fireball, Dispel Magic
Level 7
- Volcanic Aura: Friendly creatures in the aura gain fire resistance and +1 to AC.
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 the Motherland Tips & Builds
- Note 1
- Note 2
Fiery Wrath, Fiery Presence, and all the basic Paladin abilities. Burning Hands, Scorching Ray, and Fireball for spells. Seriously, this is a super OP Paladin. You could just stat Dex, Con, Cha. Take the Creed of Misaye feat to gain proficiency on Dex saving throws, and +1 Dex. Then, walk in to a room, let the enemies surround you and cast Fireball on yourself. Pop a pot, and Lay-on-hands yourself while you send in the clean-up crew. I haven't tried it but bet it would work. This is a seriously OP Paladin. I used it in my first play through but was stated for Str. You can purchase 2 shields and use a shield with Javelins for the added AC. Then, switch to Long-sword. Did I mention the Fireball!
Why do spells for all of the Paladin oaths show Level 3, Level 5, Level 5? Shouldn't they be Level 3, Level 5, Level 9?
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