Paladin
Base Class: Paladin

Your Oath is not to an ideal, to a god, or to a kingdom, as it is instead, to a criminal organization. Paladins of this oath are usually part of said organization, and just like the rest of it, they do what’s necessary to prosper in a cruel and chaotic world, using structure as a means of gaining power and helping the other members of the organization. After all, what matters in this life if not loyalty to one’s peers.

That is, of course, in their eyes. They go to great lengths to look out for each other, and greatly value what the group represents. Of course, however, when someone needs to be taught respect, they don’t hesitate to be the hand that teaches that lesson.

Tenets of the Syndicate

Loyalty. Don’t turn your back on the ones who made you, because they can unmake you quite as easily.

No Questions. Don’t ask questions you don’t need to. You have an order? You do it, simple as that.

Don’t Snitch. What happens in the family, stays in the family.

Walk the Fine Line. We are the order that sprung from chaos, there are lines we do and we do not cross.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Welcome to the Family

When you take this oath at 3rd level, you have attained the skills necessary to be inducted into the underground world of the organization. You gain proficiency in either the Deception or Intimidation skill. Your proficiency bonus is doubled for any checks you make with the chosen skill.

Channel Divinity

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

Grasp of the Syndicate. As a reaction to a creature dealing damage to you or a creature within 10 feet of you, or to a creature performing a hostile action against you (like stealing, DM's discretion); you can punish them for their disrespect against the Syndicate, expending your Channel Divinity. You teleport to an unoccupied space within 10 feet of the creature, and your next attack against them that hits deals additional radiant damage equal to 1d12 + your Paladin level and reduces their speed by half until the end of their next turn.

Silver Tongue. If you spend at least 1 minute talking to a creature, you can emit a burst of the Syndicate's influence at them. You can either force them to make a Wisdom saving throw or become frightened of you for 10 minutes; or gain advantage on Charisma(Deception) and Charisma(Intimidation) checks against them for the next minute.

Aura of Payback

Starting at 7th level, you emanate an aura of the syndicate's influence, which extends 10 feet from you in all directions while you aren't incapacitated. 

Once per turn, if a hostile creature either starts their turn within the aura, or deals damage to you or an allied creature within the aura, they gain a point of Payback. After gaining at least one point of Payback, at the end of their next turn, a creature loses them all and takes radiant damage equal to a number of d4s equal to the lost Payback points. 

At 18th level, the range of this aura increases to 30 feet.

Forceful Shakedown

At 15th level, whenever a creature within 15 feet of you attempts to make an attack against a creature other than you, you can use your reaction to force them to make a Wisdom saving throw against your spell save DC. On a failed save, until the end or your next turn, they can't attack or cast a harmful spell against a creature other than you and you have advantage on attack rolls against them. Once a creature fails their saving throw against this feature, you can't use this feature again until you finish a short or long rest.

Icon of the Syndicate

At 20th level, you can bolster yourself with a faith reserved and allotted to the boss, be it from fear or respect. As a bonus action, you gain the following benefits for 1 minute:

  • You gain advantage on all Charisma checks. 
  • If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren’t incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.
  • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level.
  • Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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