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Oath of the Benandanti

Benandanti are good-aligned werewolves dedicated to slaying the forces of supernatural evil wherever they may be found. The term Benandanto means “good walker” or “doer of good.” Every so often, an outsider calls upon the Benandanti to battle fiends. The Benandanti bring the war to the doorsteps of hell itself, and travel astrally to fight devils on their home ground.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd beast bond, detect evil and good
5th moonbeam, see invisibility
9th plant growth, remove curse
13th banishment, divination
17th contact other plane, planar binding

Channel Divinity

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

  • Witch’s Hammer. As an action, you can imbue a bludgeoning weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon is also considered iron and silver for the purposes of overcoming damage reduction. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
  • Abjure the Damned. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each fey, fiend, or undead within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action.

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Angelic Reinforcements

At 15th level, the heavens have blessed you with the assistance of celestial beings: You know the spell guardians of faith. It doesn’t count against the number of paladin spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest. Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

Hound of God

At 20th level, you become a hound in service to your deity, taking on lupine aspects. As a bonus action, you gain the following benefits for 1 minute:

  • You gain truesight with a range of 120 feet.
  • You have advantage on attack rolls against fey, fiends, and undead.
  • When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours. Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Section 15: Copyright Notice

5E RPG: Gothic Adventures. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael Tresca.