Base Class: Paladin
Paladins who swear The Oath of the Templar are those who, in their mind, see the world for what it truly is. They desire to use their holy powers only to cleanse the "delusion" of others and make people see the truth of life, whether good or bad. Those who follow the oath of the templar are usually either people who have been indoctrinated from cults or the like, or paladinss who used to follow a different oath but have been rendered insane or delusional from a life-changing event.
TENETS OF THE TEMPLAR.
The Tenets of the templar hold the paladin to a dangerous amount of self-delusional behavior.
Reveal. Show the denizens of this world the truth. They must know what their existence amounts to.
Never Waver. Your way of thinking is right. Others are just delusional at best, and threats at worst.
Neutralize. Correct those who are against you, they must see it your way, because yours is the truth.
Never Regret. You are on the side of right after all. What is there to regret?
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Destroy Heresy. You pray to your deity to "correct" those that stand in your way. Your deity imbues your weapon with it's power in return for the devotion. You make a melee attack against an opponent. The attack will deal an additional 2d10 Psychic damage on hit, in an attempt to "cleanse" the delusion from your opponents mind. The target must also make a wisdom saving throw or be charmed for 1 minute.
Show the Truth. As an action, you attempt show a target you can see, an illusion of the area slowly burning away into a hellscape. With you telling them that you are only trying to show the truth. They must succeed on an Intelligence saving throw or be paralyzed until their next turn is over.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Vengeance 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 |
Dauntless Devotion
By 7th level, your devotion to your cause has reached the point where you can easily shrug off doubt and terror in effect of your cause. You gain an aura that grants all friendly creatures advantage on saving throws against being charmed or frightened, and a resistance to psychic damage. This is replaced with fanatic devotion at 20th level
Fanatic Devotion: At 20th level you fanatiscism has developed to the point of complete inability to accept different viewpoints. Your aura changes to give immunity to being charmed or paralyzed, along with immunity to psychic damage, to those in the radius
Brand a Heretic
Starting at 15th level, your devotion has reached a new level of deluded authority, to the point that you can force even enemies to join your cause for a short time. As an action you can force all hostile creatures within 30 ft. of you to make a wisdom saving throw against your spell save DC. On a failure they are charmed for 1 minute. While charmed this way they must attack a creature of your choosing using their actions.
Once you use this feature you can't use it again until you finish a long rest.
Fanatic Anger
At 20th level your insanity has developed to the point that if someone tries to charm you, frighten you, or deals damage to you, you can use a reaction to force everyone in a 30 ft. radius to make a constitution saving throw or be frightened for 1 minute. The reaction also doubles your movement speed, and makes all damage rolls deal double damage for 1 minute
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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4/25/2023 5:48:06 PM
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Coming Soon
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