Paladin
Base Class: Paladin

Not all paladins that serve a dark master have fallen from grace, even evil gods and goddesses can choose champions of their own. Oathtaker paladins are often mistaken for oathbreakers, but have an undeniable link to their god of worship akin to that of a normal paladin.

Tenets of the Oathtaker

A paladin who takes this oath has the tenets of their patron god branded upon their soul.

Obedience Above All. It is not simply enough for these paladins to worship their masters, they must devote their entire lives to them. These paladins would gladly slay a lover, their family, or themselves at the behest of their god.

Crush the Heretics. The enemies that a dark god possesses are usually numerous, making for a plentiful source of prey. Should these paladins stumble across a follower of an opposing god, they are commanded to destroy them or at the very least nuisance them. 

Oathtaker Spells

An Oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed.

Paladin Level Spells
3rd hellish rebuke, inflict wounds
5th crown of madness, darkness
9th fear, bestow curse
13th dominate beast, confusion
17th banishing smite, dominate person

Channel Divinity

An Oathtaker paladin of 3rd level or higher gains the following two Channel Divinity options.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with the energy of your patron god, 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 also emits a shroud of darkness in a 20-foot radius and lesser shadow 20 feet beyond that. 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.

Dreadful Aspect. As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

Dominating Presence

Starting at 7th level, the effect of your presence on all around you is magnified by your master, giving all enemies within 10 feet of you a negative modifier on all attacks against you equal to your charisma modifier (minimum -1). A creature can be affected by this feature from only one paladin at a time.

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

Supernatural Resistance

At 15th level, the paladin's patron god shares with them the briefest hint of divinity; the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Dark Champion

At 20th level, your patron god welcomes you into their inner circle, giving you access to channel their full might once daily. You can assume a godlike form, taking on an appearance you choose. Typically, Oathtakers tend to model this form after their patron god, however there is no need to do so.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

• At the start of each of your turns, you regain 10 hit points.

• Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.

• Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

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

Comments

Posts Quoted:
Reply
Clear All Quotes