Oath Powers (2)

Explore a collection of Oath Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.

Browse all powers by theme

Oath Adept

Actions

Spellcasting. The knight casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

1/day each: Command (2nd), Cure Wounds (2nd), Lesser Restoration

Spellcasting

Spellcasting. The knight casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

1/day each: Command (2nd), Cure Wounds (2nd), Lesser Restoration


Oath Master

Actions

Spellcasting. The knight casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

1/day each: Command (2nd), Cure Wounds (2nd), Dispel Evil and Goodc, Greater Restoration

Spellcasting

Spellcasting. The knight casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

1/day each: Command (2nd), Cure Wounds (2nd), Dispel Evil and Goodc, Greater Restoration