Base Class: Paladin
The Oath of the Betrayed is for paladins who no longer feel welcomed by their deity or those who worship them. A terrible realization was made, or a worshipper broke your trust. Betrayed paladins do not fight for what their deity believes, but the opposite. The event that betrayed them left them alone and angry at their deity. Now they fight for what they think is right, or just the opposite of what their deity wants. Betrayed paladins take out their angers on those who they now believe are sinners, who could be their former friends, followers of their deity, or people who cannot seem to make the realization the paladin did. Their deity has no meaning to them anymore, they now care about exacting their own form of justice.
Tenants of the Betrayed
Most paladins who fall into the Oath of the Betrayed find their own tenants to follow, or do not have any tenants at all. Talk with your DM about what your values are as a paladin, and possibly work out your own tenants. Here is an example to draw inspiration from, or simply one to use.
A Promise to Yourself. Be true to your own morals, and your morals alone.
Spare Your Mercy. Be certain of who you show mercy to. Leave no sinner left unpunished.
Revenge Served Now. Your primary goal must be to exact vengeance on your betrayer. Show them what they made you.
Fair Judgement. Those accused wrongfully deserve to be saved. The accusers are the ones who are guilty.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Betrayed 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 |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Betrayer's Mark. As a bonus action, you place your sights on a creature, using your Channel Divinity. Choose one creature within 30 feet of you that you can see. For 1 minute, you may add 1d6 to any attack rolls, as well as 1d4 to any damage rolls made against that creature. The Channel Divinity ends after the duration, or when you do not attack the creature for one round.
Enemy Memory: You gain advantage on History and Religion checks when remembering a creature that you have fought.
Wrath of Revenge
Starting at 7th level, you may choose a creature within 30 feet of you. For 1 minute, you and two allies that you choose have advantage on attack rolls against that creature.
This may be used once per long rest
At 18th level, the range increases to 80 feet.
Instant Gratification
Beginning at 15th level, if the paladin provokes an opportunity attack, he or she can make an additional attack roll against the creature that attacked as a reaction. You also gain resistance to necrotic damage.
Red-Eyed Warrior
At 20th level, as an action, you emanate an aura of rage and relentless vengeance. Your eyes burn red and your skin forms cracks, under which fiery lava almost seems to peer through. All enemies within 60 feet of you must make a Wisdom saving throw. On a failed save, the creature is frightened of you and cannot move. This lasts for 1 minute. You also gain the following benefits:
- You gain 20 temporary hit points.
- All of your melee attacks deal an additional 1d10 fire damage.
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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5/7/2019 11:21:59 PM
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