Base Class: Paladin
Their power thrives in the suffering of others, feeding on shattered wills and silenced screams, until all that remains is obedience, or ruin.
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 Blackened Dominion Spells
| Paladin Level | Spells |
|---|---|
| 3rd | dissonant whispers, inflict wounds |
| 5th | phantasmal force, spiritual weapon |
| 9th | bestow curse, spirit guardians |
| 13th | phantasmal killer, banishment |
| 17th | modify memory, destructive wave |
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.
Wrath of Agony
As an action, you can choose a number of creatures within 30ft of you that you can see, up to your Charisma modifier (minimum of one). Each chosen target must make a Charisma saving throw against your Paladin save DC. On a failure, each creature takes psychic or radiant damage equal to your Charisma modifier (minimum of 1) + your Paladin level and suffers a -1d4 penalty to all Charisma, Wisdom, and Intelligence saving throws for the next minute. On a successful save, it takes half damage and suffers no additional effects. Each affected creature can repeat the Charisma saving throw at the end of their turns to remove the effect.
Blackened Grace
As a bonus action, you can touch a creature to grant them temporary hit points equal to your Paladin level + Charisma modifier (Minimum of 1). While a creature has these temporary hit points, whenever a creature hits the target with a melee attack while within 5 feet of them, that creature takes radiant damage equal to half your Paladin level + your Charisma modifier, rounded down. These temporary hit points remain until you take a short or long rest”
Aura of Dominion
Whenever a creature starts its turn within your aura, you can use your reaction to command them to use a melee attack of your choosing and target a creature of your choice. An unwilling creature can make a Wisdom saving throw against your Paladin save DC to resist. At 18th level, the aura extends to 30 ft.
Imposing Presence
At 15th level, You gain advantage on Intimidation checks.
Additionally, as a bonus action, you can target one creature within 30ft of you that you can see. They must make a Charisma saving throw equal to your paladin save DC. On a failure, that creature’s speed is reduced to 0 until the start of their next turn. The next instance this creature takes damage, it takes an additional 2d8 psychic damage. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), regaining all uses on a long rest.
Form of Dominion
At 20th level, As an action, you can empower your own presence, forcing all your enemies to submit to your will. For the next minute, you gain the following benefits:
- You gain immunity to psychic damage.
- At the start of your turn, you gain temporary hit points equal to your level. Whenever a creature hits you with a melee attack while within 5 feet of you, that creature takes radiant damage equal to half your Paladin level.
- The first time you hit a creature during this combat, it must make a Wisdom saving throw against your Paladin save DC or become frightened for the next minute. At the end of their turn, they can repeat the same save to stop the frightened condition.
- Whenever you use your Aura of Dominion to force a creature to attack, on a hit, the attack deals an additional 1d8 psychic damage. Afterwards, if the attacker chosen by your Aura of Dominion was an unwilling creature, it makes the next Wisdom, Intelligence, or Charisma saving throw before the start of its next turn at disadvantage.
You can use this feature once per long rest
Previous Versions
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10/20/2025 2:49:12 PM
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