Base Class: Paladin
This subclass harnesses the powers inside of themselves rather then relying upon divinity for their abilities. They push themselves to power through strength, sacrificing the protection and healing of the others around them to become fierce leaders forging through the frontlines, giving their companions power and allowing them to fend for themselves. Offense is the best defense when it comes to this subclass.
Strength over Smite
All Spellcasting and additional Class Features will now be based upon your Strength modifier instead of your Charisma modifier. (That includes any bonuses given by Class features to your Charisma ability score or saving throws when casting a spell) You may also now select an element of your choice to replace any Radiant based damage. Any healing or other armor given through casting will now convert to necrotic damage adding your Strength modifier, the Armor based spells reducing base hit point count of other creatures. Any enchantments will take effect as normal unless they involve adding hit points to the target (Death ward still leaves allies at 1 HP when in effect).
Oath to Power
TENETS OF POWER
Though the exact consensus on the organization of the Oath of Power varies between power seekers, paladins of this oath share these tenets.
Ambition. Don’t sit around and let others win your battles. Go out and seize the day, and power will find you along your way
Proactive. Never fear to act, as others won't.
Passion. Think deeply, and learn how to define what burns in your heart. The more passion you have, the more focus you will gain.
Control. This is the most important part of this oath. You must learn how to control the powers invested inside of you in order to use them most effectively. Otherwise, you lose control, and when you do that, your powers are useless. You may have strength, but what good is it if you can't focus it properly? The most powerful entities don't become powerful just by attaining that power. True Power is achieved once you gain mastery over yourself and your abilities.
Desire. Always try to define the difference between needs and wants for yourself, then chase after your wants while tending to your needs. Sometimes you will find that balance leads to your greatest inner power, as eliminating unhealthy factors in life that make us weak will help us focus on the things that make us stronger.
Channel Power
When you take this oath at 3rd level, you gain the following two Channel Power options.
Spellblade. As an action, you can imbue one weapon that you are holding with elemental magic, using your Channel Power. For 1 minute, you add your Strength modifier to attack rolls made with that weapon (with a minimum bonus of +1). 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.
Power Strife. As an action, you present your casting catalyst and speak a sinister cast harnessing the powers of the magical plane, using your Channel Power. Each enemy that can see or hear you within 40 feet of you must make a Strength saving throw. If the creature fails its saving throw, it takes massive damage and becomes prone.
Oath Spells
Oath of Power Spells
(Barkskin can be cast at level two and Command at level 3 with no cost to your number of prepared spells)
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PALADIN LEVEL |
SPELLS |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Strength
Starting at 7th level, unfriendly creatures within 10 ft. can be intimidated with advantage while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Strong of Spirit
Beginning at 15th level, other creatures and beings are always under the effects of disadvantage when preforming Persuasion checks and Strength saving throws against you.
Siphoning Nimbus
At 20th level, as an action, you can emanate a pulse of draining that filters through all the enemies in a 10 foot radius and returns to you by the end of your turn.
Whenever an enemy creature is affected by this pulse, the creature receives level three Exhaustion.
You also gain +1 to your Strength for each foe affected at the end of the turn this was casted.
Once you use this feature, you can’t use it again until you finish a long rest.
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