Paladin
Base Class: Paladin

In a realm where valor and faith converge, there exists an enigmatic figure—a Paladin who took a solemn oath not to uphold the tenets of righteousness or light, but rather to embrace the void, the silence, and the inevitable entropy. This Paladin, bound by the Oath of Nihilism, walks a path starkly different from the traditional, eschewing the notions of purpose and meaning.

Tenets of Nihilism

The Oath of Nihilism has no codified doctrine, but its adherents often express their beliefs in detached truths:

  • Futility. All efforts decay. All victories crumble.
  • Detachment. Nothing is owed, nothing is sacred.
  • Stillness. Change is illusion. The void is constant.
  • Witness. Observe, but do not interfere without cause.

Level 3: Channel Divinity

You gain the following Channel Divinity options:

  • It Doesn’t Matter. As an action, you create a 15-foot-radius aura centered on you for 1 minute. While active, this aura suppresses spells and magical effects in its area. Effects resume once outside the aura. This includes preventing new spells from being cast or taking effect within the aura unless the spell is immune to suppression (at DM’s discretion).

  • Strike of the Void. As a bonus action, choose one creature within 30 feet. It must make a Charisma saving throw. On a failed save, it takes 2d10 force damage and until the start of your next turn, it can only take an action, bonus action, or move on its turn (choose one). On a success, it takes half damage and suffers no restriction.

Level 3: Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Nihilism Spells

3rd bane, bless

5th zone of truth, silence

9th nondetection, speak with dead

13th phantasmal killer, black tentacles

17th antilife shell, seeming

Level 7: Slow March of Time

You emit an aura of inevitability while you are conscious. The aura extends 10 feet from you and increases to 30 feet at 18th level.

Enemies in the aura:

  • Have their movement speed reduced by 10 feet.
  • Cannot take the Dash action.

Level 15: Dissolution to the Attempt

When a creature hits you with an attack, you can use your reaction to impose disadvantage on the triggering attack. If the attack still hits, take half damage and gain advantage on all attack rolls against that creature until the end of your next turn.

You can use this reaction once per short or long rest.

Level 20: Fade to Nothing

As an action, you become a manifestation of entropy for 1 minute:

  • You gain resistance to all damage except radiant.
  • Your aura increases to 60 feet and causes enemies to have disadvantage on saving throws.
  • When an enemy starts its turn within your aura, it takes necrotic damage equal to your Charisma modifier (minimum 1).

Once you use this feature, you can’t use it again until you finish a long rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

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