Ceci est une ancienne révision du document !


The Paladin that pledges to the Oath of the Fanatic has committed their life to great personal faith. Deep personal worship of their God is the defining trait of this Oath. This Paladin completely believes they are a uniquely chosen worshipper. They do not bother themselves with things not directly aligned with their faith. This devout worship provides this Paladin with a wide array of abilities and protections.

Principes du Fanatique

The tenets of Fanatic revolve around the deep personal worship of their God. This can take the shape of a member of a clergy who takes his faith to the next level, or a lone zealot who seals himself away to focus only on worship. Regardless all Paladins of this Oath adhere to the following tenets :

Faith. Their worship and faith in their god is paramount to all things. Your faith is devout and unyielding.
Courage. Their strong faith and self-confidence allows them to show courage in even the most terrifying situations.
Righteousness. The enemies of your God are your enemies. Seek them out and destroy them. Defend and support those of the same faith.

Sorts de Serment

Niveau de paladin Sorts
3 Command, Divine Favor
5 Enhance ability, Branding Smite
9 Revivify, Blinding Smite
13 Stoneskin, Staggering Smite
17 Circle of power, Banishing Smite

Canalisation divine

When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Blind Faith. You raise your holy symbol and utter a prayer of sight. For the next hour you gain Darkvison. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. If your race has already granted Darkvision this feature allows you to see as if it were daylight. At 9th level you can share this ability with a number of allies up to your CHA modifier. At level 13, this will also grant vision within or through Magical Darkness.

Spread the Faith. The power of your God flows through you and spills out to others. As an action you grasp your holy symbol, state a prayer of assistance. You can now aid up to 1d4 individuals within 20ft of you. Each chosen target will receive advantage on a their next weapon attack, and advantage on their next saving throw. If these advantages are not used within 1 minute they are lost.

Aura of Shimmering Faith

Beginning at 7th level, the purity of your believe shimmers out from you and obscures you and your allies. Any attacks or spells originating outside the aura, that targets you or friendly creatures within 10 feet are made at disadvantage.

At 18th level, the range of this aura increases to 30 feet.

Irresistible Sermon

At 15th level your Faith become entrancing to others. Your Fanatical devotion to your god is inspiring and irresistible. You gain the ability to cast Mass Suggestion without expending a spell slot.
Once you use this feature, you can’t use it again until you finish a long rest.

Faith Rage

Upon reaching level 20 you are a true prophet for your God. As an action you may take the appearance of your Gods Avatar, this alteration can last up to 1 hour. You must make a long rest before you can use take this form again.
To members of your Faiths clergy you will appear as their Gods official prophet. You have truly gained the Faith of your God. You can now channel the raw power of your god, during your turn in combat you may choose from one of the following actions. Each type of Rage listed below lasts for 2 minutes or until you cancel it.

  • Rage of Destruction. You become fixated on a chosen enemy. Melee attacks made on this enemy are made at advantage. You may add your CHA Modifier to either the attack roll or the damage roll each attack. You may reroll all attack rolls lower than your CHA modifier. You may not cast spells while in this rage.
  • Protection Rage. You choose one target within 10 feet. You become their holy protector. Any damage taken by the target is taken by you. The target makes all saving throws with advantage. If the chosen protectee is the target of a spell and they fail their save you become the target of the spell (normal saves and protections apply).
  • Internal Rage. You focus all of your holy energy inward. You can choose to negate all harmful magical effects affecting you. For the next 1 minute, spells that target you or include you in the area of effect, that usually do not allow for a save, you can now make a CHA save for ½ damage.
  • Swift Rage. You channel the power of your god to give you speed and endurance. For the next 1 minute your movement rate is doubled. As a bonus action each round you can move without triggering an opportunity attack from enemies. You can jump 3 times your normal distance. You receive no penalty to stealth checks due to armor.

Once you have used a rage type you must take a short rest before using another.