Base Class: Paladin
The Oath of Conversion is a vow a paladin makes to spread their god´s teachings across the lands. They are firmly set in the belief that their creed is superior, and see other´s conversion into their religion as a merciful act of salvation. Most of these paladins will resort to lies and manipulation if it is a necessary mean towards achieving their end, and some of them will even go as far as using force, whether their deity actually calls for it or not. If such a paladin finds that a creature has no hope of being converted, putting an end to their life might save them from an eternity of misery. These violent paladins are often known as Inquisitors.
Tenets of Conversion
Rarely ever seen acting as a group, paladins who follow their deity this fanatically often share these tenets.
Devotion is Salvation. Surrendering your entire life to the will of your deity is the only path there is to you soul’s salvation. Happiness and personal goals are not necessary.
Impartation is Mercy. Those who don’t follow in your beliefs are ignorant to the bliss and rewards that are offered to them shall they change their customs. Your mission is to save their souls.
The Mission is Fundamental. Your mission is so important to this world that the end justifies the means. Morality is disposable when fighting for the greater good.
Oath Spells
You gain oath spells at the paladin levels listed.
|
Oath of Conversion Spells |
|
|
Paladin Level |
Spells |
|
3rd |
Charm Person, Command |
|
5th |
Crown of Madness, Suggestion |
|
9th |
Enemies Abound, Fast Friends |
|
13th |
Compulsion, Raulothim’s Psychic Lance |
|
17th |
Dominate Person, Geas |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Merciful Kill. You can use your Channel Divinity to spare the faithless’ souls. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra radiant damage to the target. The damage equals 5 + twice your paladin level. This feature does not work against creatures who believe in or follow the same deity or deities as you (if your game setting does not use deities, it is up to your DM what kind of creatures this feature has no effect upon).
- Divine Charisma. You can use your Channel Divinity to temporarily become a vessel of your deity’s intentions. Once within the next 10 minutes after using this trait as an action, when you cast an enchantment spell that requires its target to make a saving throw, you can impose disadvantage to that roll. Alternatively, once within the next 10 minutes, you can bypass a creature’s immunity to being charmed with one of your spells, though they make any saving throw required to resist it with advantage.
Aura of Conviction
At 7th level, you gain proficiency in the Deception and Persuasion skills if you don´t already have it.
You constantly emanate a persuasive aura while you’re not incapacitated. The aura extends 20 feet from you in every direction. You can choose any creature within this aura including yourself to constantly double their proficiency bonus in the Deception and the Persuasion skills. If a creature you choose doesn’t have proficiency in these skills, they can add half of their proficiency bonus to checks made using them.
At 18th level, the range of this aura increases to 40 feet.
Rotten Promise
Starting at 15th level, you can cast the Mass Suggestion spell once with no need for material components. For you it only has a range of 30 feet. Once you use this trait, you can’t do so again until you finish a long rest.
Unstoppable Will
At 20th level, you gain a last resort to complete your mission. As an action, you can magically become a vessel of conversion, gaining the following benefits for 1 minute:
- You are immune to being charmed, frightened, paralyzed, and stunned.
- You can spend two spell slots to apply two Divine Smites to the same melee spell attack once during your turn. These spell slots can be of different levels, possibly resulting in both Divine Smites to add a different number of hit dice to the damage roll.
- You can decide to attack recklessly. Doing so gives you advantage on attack rolls during this turn, but attack rolls against you have advantage until your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Comments