Base Class: Paladin
The Oath of the Seraphim is a solemn commitment to guide and protect man, smiting those who would seek to corrupt or do harm to creation. When mortal planes face their end, when devils come to swindle men of their souls, when nightmares of the mind seek to infest and devour the waking world, the prayers of man will be answered, the seraphim shall descend to stand with the children of the Creator, and those foolish enough to stand against their might will quickly learn their folly...
TENETS OF THE SERAPHIM
The tenets of the Oath of the Seraphim vary by being, but all the tenets revolve around love for mankind and destroying anything that would do it harm. Celestials who uphold these tenets are willing to sacrifice all that they are to stop evil, those chosen for this path are often lawful good in their alignment. The core principles of the tenets are divinely simple.
Mankind Above All Else. Faced with a choice of smighting the wicked or saving a soul, the divine spark takes priority. The gift of the creator cannot be allowed to be spoiled or stolen away by the dark.
Mercy For Those Who Repent. The forgiveness and love of the creator is absolute, but those who would deny it will find neither from me.
By Any Means Necessary. There is nothing more important than my mission, the enemy must be destroyed regardless of my sacrifice.
Defiance. If the world lay in ruin, it is because I failed. I cannot allow creation to die.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Abjure Foes. As an action, you can expend one use of your Channel Divinity to overwhelm foes with divine awe. As you present your holy symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. The target must succeed on a Wisdom saving throw or become dazed and frightened for 1 minute or until it takes any damage.
A dazed creature can move or take one action on its turn, not both. It also can’t take a bonus action or a reaction.
Mark of Admonishment. As a bonus action, you grasp a creature within 5 feet of you and admonish it for its sins, searing a mark into its flesh, using your Channel Divinity. For 1 minute, at the start of each of its turns, that creature must succeed a Wisdom saving throw or take 1d6 fire damage and have disadvantage on attack rolls against creatures other than you.
The mark deals 1d6 additional fire damage for each point of proficiency you have in Paladin.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of The Seraphim Spells
| 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 |
Grace
While you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + your Charisma modifier.
Vessel of Aethyr
At 7th level, your otherworldly nature allows travel through the astral plane. As a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see. You then have advantage on the first melee attack you make before the end of the turn.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
At 18th level, the range you can teleport increases to 60 feet.
Righteous Exarp
With grace, your weapon takes flight to strike at your foes, cutting off their retreat. Starting at 15th level, when making an opportunity attack with a melee weapon, your reach with it is 5 feet greater than normal. When you hit a creature with an opportunity attack, it must succeed a Strength saving throw or be knocked prone.
Seraphic Busdir
At 20th level, you can unleash the power of your true otherworldly form upon your enemies. As an action, you emit a searing burst of magical divine energy in a 30-foot radius, any effect causing magical darkness within it is dispelled and you gain the following benefits for 1 minute:
- Each creature within a 30-foot radius of you takes 2d6 radiant damage at the start of its turn, unless blinded.
- Whenever you are targeted for an action, that creature must succeed a Constitution saving throw or become blinded.
- If a creature can see you, it has disadvantage on attack rolls against you, unless it has truesight.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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Posted Jul 30, 2023Fixed the Mark of Admonishment saying it did Radiant, rather than Fire, damage.
Might go and change of the entire premise under a different name to go more with how D&D angels tend to bombard evil with light, with features more specifically punative to a creature of evil alignment.