
Opening the archive

Opening the archive
Aspect Codex
Oath is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
On this page
Oath has 42 powers ready for character sheets, including 35 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
35 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Oath has 42 powers ready for character sheets, including 35 with VTT hooks.
Oath defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Choose the principle of your Oath: Devotion, Vengeance, Protection, Conquest, Mercy, Truth, Liberation, or another vow approved by the GM. Your Oath powers draw strength from acting in accordance with that vow.
Touch one creature and restore hit points equal to 1d6 plus your CHA modifier. You may instead end one minor disease, poison, or mundane affliction if the GM agrees it is within your oath’s reach.
Open your senses to sacred and profane presences. Until the end of your next turn, you know the location of celestials, fiends, undead, consecrated ground, desecrated ground, and oath-breaking magic within range.
Make a melee weapon attack. On a hit, deal extra radiant, necrotic, psychic, or force damage appropriate to your oath.
When a creature you can see within range is hit by an attack, impose yourself through oathbound force. Reduce the damage by 1d10 plus your CHA modifier.
Speak a brief command backed by your oath. One willing ally within range gains advantage on its next attack roll or saving throw before the start of your next turn.
Touch one weapon. It counts as magical and deals extra radiant, necrotic, force, or psychic damage once per turn, chosen according to your oath.
You and chosen allies in the emanation have advantage on saving throws against being frightened while conscious.
Challenge one creature you can see. The target has disadvantage on attacks against creatures other than you until the start of your next turn after it fails a WIS save.
Touch one creature and restore hit points. If the target is frightened, poisoned, or charmed, it may immediately repeat the saving throw against that condition.
When you hit with a melee weapon attack, spend oathbound power to deal extra radiant, necrotic, force, or psychic damage. Fiends, undead, oathbreakers, or sworn enemies take additional damage.
When a creature within range damages an ally or breaks a stated promise, rebuke it. The target makes a CHA save, taking radiant or psychic damage and losing reactions until its next turn on a failed save.
Call, sanctify, or empower a mount appropriate to your oath. It gains temporary hit points, understands your commands, and resists fear while you ride or fight beside it.
You and chosen allies in the emanation add your CHA modifier to saving throws against charm, fear, compulsion, and oath-breaking magic while you are conscious.
Mark one creature as judged by your oath. The target makes a WIS save. On a failed save, once per turn when you or an ally hits it, the hit deals extra radiant or psychic damage.
When an ally within range fails a saving throw, invoke your vow. The ally adds your CHA modifier to the roll and gains temporary hit points until the start of your next turn.
Touch one creature and end one frightened, charmed, poisoned, diseased, cursed, or magically compelled condition if its source is Tier 4 or lower.
Challenge one creature to a sacred duel. The target makes a CHA save. On a failure, it has disadvantage to attack creatures other than you, and your first hit against it each turn deals extra damage.
You and chosen allies in the emanation add your CHA modifier to saving throws while you are conscious.
For the duration, you ignore difficult terrain while moving toward a creature marked or challenged by your Oath powers, and your movement does not provoke opportunity attacks from that creature.
When you hit with a melee weapon attack, deal extra oath damage. If the target is a fiend, undead, oathbreaker, sworn enemy, or creature under your Judgment Brand, it must make a CON save or be blinded or frightened until your next turn.
Restore hit points to one creature you touch and end one blinded, deafened, frightened, poisoned, or charmed condition affecting it.
Project a protective aura. Chosen allies in the emanation gain half cover, cannot be frightened, and reduce damage from fiends, undead, and oath-marked enemies by your CHA modifier.
Create an oathbound field of truth. Creatures of your choice in the emanation cannot knowingly lie unless they succeed on a CHA save, and you know when a creature succeeds on that save.
Move up to your speed toward a hostile creature without provoking opportunity attacks. If you end within melee reach, make a melee weapon attack with extra radiant or force damage.
When you or a chosen ally in the emanation regains hit points, that creature also gains temporary hit points equal to your CHA modifier.
When you would be frightened, charmed, stunned, paralyzed, or reduced to 0 hit points, invoke your oath. Reroll the save or drop to 1 hit point instead. Once this prevents dropping to 0, you cannot use that part again until a long rest.
Sanction one creature. It makes a CHA save. On a failure, it cannot regain hit points, cannot teleport, and takes radiant or psychic damage the first time each turn it damages a creature other than you.
The range of your Oath auras increases to 30 ft. If an aura already has a 30-ft. range, chosen allies in it gain a 1d4 bonus to the aura’s related saving throws.
When an ally within range fails a saving throw or is reduced to 0 hit points, intervene. The ally rerolls the save or drops to 1 hit point instead, then gains temporary hit points.
Assume a mantle of your oath. For the duration, your weapon attacks deal extra oath damage once per turn, your auras extend by 10 ft., and you shed visible signs of sacred authority.
Choose one fiend, undead, summoned creature, oathbreaker, or creature opposed to your vow. It makes a CHA save. On a failure, it is banished, turned, or driven away according to its nature.
Consecrate a chamber, camp, shrine, gate, or battlefield point up to 100 ft. across. Chosen creatures there gain advantage on saves against fear, charm, possession, and desecration.
Make a melee weapon attack. On a hit, deal massive oath damage. If the target has broken an oath, harmed the innocent, betrayed you, or violated your sacred principle, it makes a WIS save or falls prone and is frightened.
Choose one: courage, mercy, protection, vengeance, truth, conquest, or liberation. Your auras gain an additional rider tied to that principle while you are conscious.
Pronounce judgment on one creature you can see. The target makes a CHA save, taking radiant, necrotic, force, or psychic damage and becoming stunned until your next turn on a failed save, or half damage only on a success.
Chosen allies in the emanation gain temporary hit points, advantage on saves against fear and charm, and extra oath damage on their first weapon hit each round.
When you fail a saving throw or take damage that would reduce you to 0 hit points, invoke impossible resolve. Reroll the save or reduce the damage by 10d10 plus your CHA modifier.
Become a living embodiment of your vow. Your auras double in range, your weapon hits deal extra oath damage once per turn, and you cannot be frightened, charmed, possessed, or compelled against your oath.
Choose up to six creatures within range. Each target regains hit points, ends one major condition or curse, and gains advantage on all saving throws until the start of your next turn.
A sacred verdict falls in a 60-ft. radius. Hostile creatures of your choice make a CHA save, taking immense oath damage and becoming frightened, blinded, or restrained until your next turn on a failure.
Declare a mythic oath tied to a kingdom, war, god, bloodline, betrayal, sacred relic, final duel, liberation, or impossible promise. It can be opposed only by Tier 10 oath magic, divine intervention, artifact protection, or a story condition.
Garbage - Remington Debris
Exiles / Oath
Remington Debris, known among the Exiles as Garbage, is a raccoonfolk paladin who turned dismissal into devotion. Raised in the Timberlands with a fierce sense of duty, he left home to defend those the world would rather overlook.
Guardian - Captain Helena Briar
The Lawful / Oath
Captain Helena Briar, known as Guardian, is a Lawful field commander in Gravenhurst whose authority was earned through merit rather than politics.