Paladin
Base Class: Paladin

Tenets of Domination

  • Obedience Above All: Question not the chain of command. Authority defines purpose.
  • Pain Awakens: Suffering is the crucible through which power is revealed.
  • Order is Absolute: The strong must rule. The weak must serve. Only then is there peace.
  • Mercy is Treason: Compassion unravels strength. Rule with fire, not with kindness
  • The Flame is Master: Your will is nothing. You are the vessel of the sovereign flame.

    • Sisters Above All: Your bond to your order is unbreakable; betrayal of a sister is worse than betrayal of the sovereign.

    • Burn Away Mercy: Compassion is the ash that weakens the strong. The flame purifies through pain.

    • Dominate or Die: Better to die in fire than to live in disobedience.

Level 3: Oath of Domination Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Domination Spells table, you thereafter always have the listed spells prepared.

Oath Spells: Your oath spells burn with fire and domination. If the Flamesister variant is taken, use these spells instead of the normal Oath spells.

  • 3rd level: command, burning hands

  • 5th level: suggestion, scorching ray

  • 9th level: fear, fireball

  • 13th level: fire shield, dominate beast

  • 17th level: flame strike, dominate person

Oath of Domination Spells
Paladin Level Spells
3 Command, Wrathful Smite
5 Hold Person, Crown of Madness
9 Bestow Curse, Fear
13 Dominate Beast, Greater Invisibility
17 Hold Monster, Dominate Person

Level 3: Wrack with Pain

When you hit a creature with a melee weapon attack, you can expend your Channel Divinity to flood the creature's body with searing pain. The target must make a Constitution saving throw or be Stunned until the end of your next turn. On a success, it takes additional Necrotic damage equal to your paladin level but suffers no other effect.

Level 3: Voice of Authority

As an action, you present your holy symbol and speak a word of undeniable command. Choose one creature you can see within 30 feet. It must succeed on a Wisdom saving throw or be charmed for 1 minute. While charmed, it regards you as a rightful superior and cannot willingly harm you. The target can repeat the saving throw at the end of each of its turns.

Level 3: Flamesister’s Brand

Flamesister’s Brand 

 Flamekissed: You gain the Flamekissed trait marking you as chosen. This brand fuels your power but also subjects you to magical obedience.

The Flamekissed Trait 

All Flamesisters bear the Flamekiss:

  • Ember brand: A glowing, thorn-edged flame on the sternum. It flares when channeling spells or smiting.

  • Magical Empowerment: Add your Charisma modifier to fire damage you deal.

  • Obedience Brand: High Sovereigns, High Flamesisters, or those with authority in the order can command you with magic similar to command once per day. You automatically fail the save if the command aligns with the Oath.

  • Oath Spells: Your oath spells burn with fire and domination. If the Flamesister variant is taken, use these spells instead of the normal Oath spells. (see Oath spell list)

Level 7: Aura of Subjugation

Your presence radiates oppressive authority. When a creature within 10 feet of you makes a saving throw to resist being charmed or frightened, it does so with disadvantage.

At 18th level, the aura extends to 30 feet.

Level 15: Break the Will

Your strikes erode the resolve of your enemies. When you hit a creature with a melee weapon attack, it has disadvantage on the next attack roll, ability check, or saving throw it makes before the end of its next turn.

Level 20: Sovereign of Pain and Will

At 20th level, your command over suffering and obedience becomes near-divine. As an action, you invoke your authority, becoming an unstoppable enforcer of dominance for 1 minute. While this feature is active:

  • Pain Without End: When you hit a creature with a melee weapon attack, it takes an additional 2d6 psychic damage, and it cannot benefit from resistance to psychic damage during this effect.

  • Crushing Presence: Any hostile creature that starts its turn within 30 feet of you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened for 1 minute. A creature frightened in this way can repeat the save at the end of each of its turns, ending the effect on a success.

  • Unshakable Command: You are immune to the charmedfrightened, and stunned conditions. Additionally, you have Advantage on all saving throws against spells or effects that would control or possess you.

  • Tyrant's Rebuke: When a creature within 30 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force them to reroll the save. They must use the new result. You can use this reaction a number of times equal to your Charisma modifier (minimum 1) during this minute.

Once you use this feature, you cannot use it again until you finish a long rest.

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