Oath of the Godhand

The Oath of the Godhand bases itself on the fact that as a paladin you are the way to transfer your god to the others, as such you should transfer the will of your higher being with your body and will and nothing else. The paladins that swore to this oath don't believe in the uses of weapons, the way they deliver god's might will be through himself. The Paladins of the Godhand are often seen as dumb brutes.

Although they do tend to be quite blunt and brutal, these paladins are nothing but the extrapolation of the paladin's true job, they are the quintessential paladin, all that they believe has to be done is through his god and purely by him. Every action is called a lesson by the paladins of this oath.

Tenents of the Godhand

When this Oath is taken the Paladin will obey these tenents to it's core

God's Will. The will of the god is the truth and shall be the will of the paladin with no other deviation.

Captivating Preeching. A Godhand will make it so when he is transmiting his oaths teaching he must make sure that everybody is watching, be it through extreme violence or a captivating personality, every person in the surroundings will be paying attention.

Hands of God. The use of weapons is a way to distort your teachings, to teach, one must do it with his hands, there are those that believe even using gauntlets in his lessons will distort the message.

The Job Will be Finished. These oathbounds will see it so his duty will be complete with his own eyes and won't retreat until its end.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Godhand Spells

Paladin Level Spells 3rd Jump, Zephyr Strike 5th Spider Climb, Knock 9th Blink, Slow 13th Freedom of Movement, Compulsion 17th Far Step, Dominate Person

Channel Divinity

When you take this oath at 3rd level, you gain unarmed damage equals to 1d4+Strenght and also the following two Channel Divinity options.

Radiant Fists. As an action, you enchant your unarmed attacks for 1 minute to deal 2d4 + strength and it deals radiant damage, it becomes 3d4 at the 11th level, and 4d4 at the 18th level.

You choose when you end this effect with no action cost. When you fall unconscious this effect ends.

Taunting Strength. As an action, you make it so during 1 minute when you hit an enemy it becomes enraged at you, this makes it so he has disadvantages on attack rolls against your allies except you, you also gain a bonus to +2 to your AC, but your attacks deal only 1+Strength.

You choose when you end this effect with no action cost. When you fall unconscious this effect ends.

Aura of Inspiration.

Starting at the 7th level allies within 10 feet of you can't be affected by fear and have an advantage against intimidation.

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

Divine strength

Starting at the15th level your fists now deal 1d6 damage and an extra 1d6 of Force damage whenever you make an unnarmed attack.

Hands of Divinity

At the 20th level as an action you make it so, for 1 minute, you grow two extra radiant arms, you can make two extra unarmed attacks per turn and your attacks deal radiant damage, you also have an aura of light that has a radius of 20 feet.

Once you use this feature, you can’t use it again until you finish a long rest.