Base Class: Paladin
Punished
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Leviathan Plunge: You can use your channel divinity to forcefully drain another creature's life force, when hitting a creature with a melee attack, you can use your channel divinity in deal extra necrotic damage to the target. The damage equals 2d6. You regain a number of hitpoints equal to the extra damage given by the channel divinity.
Agent of Chaos: You can confuse those who stand against you, causing them to forget who their allies are and sow the seeds of doubt. As an action, you force each creature of your choice within a 15ft radius from you to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies for the next minute.
Each time one of the creatures takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever an affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Rebuke the Violent
Starting at 7th level, you can rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes necrotic damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
You can use this a number of items equal to half of your charisma modifier(rounded up).
Sinner's Reparation
Beginning at 15th level, make amends for your past mistakes. Immediately after an attacker within 30 feet of you targets a creature other than you with an attack, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker must choose a new target within range or lose the attack or spell, and the attacker is immediately frightened of you for 1 minute or until it takes damage. 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. If you fall unconscious, this effect ends early.
You can use this twice per long rest.
True Atonement
At 20th level, you have gained the insight to truly atone for your past wrongs, and harness that into sheer power. As an action, you can magically become an incarnation of atonement, gaining the following benefits for 1 minute:
In combat, you gain a special reaction that you can take once on every creature’s turn, excluding your own, to use your Rebuke the Violent or Sinner's Reparation in place of your normal reaction. This reaction cannot be used on the same turn you use your normal reaction.
When a friendly creature benefits from your Sinner's Reparation feature, that creature can immediately use its reaction to make one weapon attack against a creature within range, adding your Charisma modifier to the attack's damage roll. Once you use this feature, you can’t use it again until you finish a long rest.
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