Paladin
Base Class: Paladin

Tenets of the Oath of Ash are remarkably consistent, considering the enormous variety in its adherents. Fallen heroes, remorseless butchers, and bereaved scions all pledge themselves to a life of violence, bereft of beauty, kindness, or peace.

No Quarter. To provide mercy, even to the most meagre or sympathetic of foes, is an affront to your rage. To ask for it is unthinkable. You shall never surrender, nor shall you accept it.

No Bystanders. No belonging, holding, or relative of your enemy is safe. If you find a treasure of the enemy, it is to be destroyed. If you find a home, it is to be sacked. If you find an ally, they are to be slain.

No Rest. To falter is to allow the enemy to recover. You shall not allow yourself laxity, sloth, or joy. When you current enemy falls, you shall find a new foe.

No Restraint. No weapon is too dangerous, no fellow-traveler too vile, to be wielded against your foe. Anything, everything, that can be used in you war must be used.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Rite of Devastation. As a bonus action you raise your holy symbol and recite a condemnation of all edifices of civilization. For 1 minute, double all damage you deal to objects, and any successful melee attacks you make against doors, walls, and floors are critical hits.

Ignite the World-Kiln. As an action you stoke the hatred within you and a torrent of unnatural flame follows in your wake. When you activate this ability, and at the start of each of your turns for 1 minute, deal fire damage equal to your level to all creatures and objects within 10 feet of you. While you burn in this fashion, you emit dim light in a 20-foot radius.

Trample the Weak

At 7th level you armor yourself in contempt for your foes. Your movement does not provoke reactions from creatures you have dealt damage to this turn.

Additionally, if you deal damage to a creature, you have advantage on saving throws against the frightened and charmed conditions from it until the start of your next turn.

Scorched Earth Brand

At 15th level, you may manifest an icon of devastation when you attack. When you deal damage with your Divine Smite feature, you may cause the wound to take the shape of a glowing, painful brand. You know the location and plane of any creature with this brand.

You gain advantage on attacks on a creature you have branded. In addition, if a branded creature within line of sight would regain hit points, the brand flares painfully and prevents the first 10 hit points the target would receive.

You may brand a creature in this manner a number of times per day equal to your proficiency bonus. Brands fade after one day.

Form of the Destroyer

At 20th level, as an action, you transform into an embodiment of the Baleful Sun, the fiery aspect of the Sun which will one day extinguish itself in a grand detonation, scouring all life from the world. Your appearance changes in a manner you define. Common themes include an aura of green flame, black sclera, sharpened teeth, burning hair, or metallic skin.

For 1 minute, you gain the following benefits:

  • Killing a Humanoid sates your need to eat, drink, or sleep for the next 24 hours.
  • You soar upon jets of flame, gaining a fly speed of 60 feet.
  • Whenever you deal radiant damage to a creature with a melee weapon attack, you may spend a bonus action to deal that much radiant damage to a different creature you can see within 30 feet of you.
  • Your Rite of Devastation and Ignite the World-Kiln Channel Divinity features are active without need to spend a bonus action or action, respectively.

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

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