Paladin
Base Class: Paladin

The Oath Void manipulates paladins to accept vows that cause them to lead a grandiose life but one empty of companionship. Sole riders of justice who claim recompense from unjust doers. Many paladins of this oath find their way to bounty hunter, hitmen, vigilante, or other similar roles. They hold themself above law and work in the dark to bring a sense of light. Many who swear this oath do so as it finds them, offering power and capabilities else wise unavailable to them

Tenets of the Void

Though the exact words and strictures of this oath vary, paladins of this oath share these core tenets.

Justice. Do to others as they have done to wrong the innocent.

Self Reliance. Seek no asylum or help from others that you can not achieve by your own abilities, nor should you provide it. 

Might for Right. Might is to be used to help in what is right, not decide what is.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Weight of the Unknown. As an action, you call upon the void to fill someone with unease about their existence, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw unless it is immune to being paralyzed.

On a failed save, the creature is paralyzed for 1 minute or until it takes any damage. 

On a successful save, the creature’s attacks are at disadvantage for 1 minute or until it takes damage.

Emptiness. As a bonus action, you can choose a spell caster you can see within 30 ft. of you that you can see to make a WIS saving throw. On failure, they lose the ability to cast or concentrate on spells. This effect lasts for 10 minutes or until they take damage. 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Vengeance Spells
Paladin Level Spells

3rd

Detect Magic, Silent Image

5th

darkness, Enlarge/reduce

9th

dispel magic, magic circle

13th

banishment, phantasmal killer

17th

Contact Other Plane, Passwall

Reality Weaver

By 7th level, your supernatural focus helps you suppress magic. As a reaction when a creature you can see casts a spell or other casted magical effect that affects you, you can force that spell caster to make a concentration check before the spell goes off, which is contested by your spell-casting save DC. 

On failure, the spell fails but the spell slot remains. 

On success, you take half the damage (if applicable), or if no damage you make the check at advantage.

 

Aura of Cancelation

Starting at 15th level, your oath grants you authority over magic users. As an action, you can spread an aura of cancelation. Any creature of your choice within 30 feet of you, receives advantage on all saves from magical effects and receives resistance to all damage inflicted by spellcasters.

This aura lasts until your concentration on it is broken. 

Embodiment of Caara

At 20th level, you can assume the form of an Caara. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • When directly targeted by a spell you take no damage. Instead, you gain a number of temporary hit points equal to the damage divided by 2.
  • Darkness exudes from you in a mist coating the space around in 60ft sphere. 
  • Creatures in your darkness have disadvantage when hitting you even if they can see in darkness

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

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