Base Class: Paladin
In the legends long forgotten are the names of great heros who find strength in their oath, yet not all oath are meant to serve a greater cause, some oath are the very purpose of themselves, as it is strength alone that one may seek.
As a paladin who take Oath of victory, the sole purpose of your strife is to win every single engagement with strength and wisdom, to accomplish this goal, you have flexible moral standards and may consult most powerful individuals across the multiverse for most profound knowledge, regardless of their alingnment.
Although many of the paladins who take Oath of victory steep into the grey zone of morality, there is a single principle they must all follow, which is they shall never reject a formal challenge proposed by their opponents, and they must gain their victory through direct combat.
Tenet of Oath of Victory:
- Never show sign of weakness in the face of your adversary, accept their challenge and defeat them in direct combat
- Find strength in every defeat, and redeem your honor by facing the same foe again
- Build up your strength and wisdom in every possible way
Level 3: Oath of Victory Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Victory Spells table, you thereafter always have the listed spells prepared, these spells do not count against your daily prepared spell limit.
| Paladin Level | Spells |
|---|---|
| 3 | Shield, Find Familiar |
| 5 | Darkness, Mirror Image |
| 9 | Counterspell, Dispel Magic |
| 13 | Dimension Door, Divination |
| 17 | Wall of Force, Hold Monster |
Level 3: Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity feature:
Undivided Attention
Your strong desire toward victory grant you undivided attention while dueling your opponent, and every of your melee attack bleed your foe directly or indirectly. It is your mastermind of strategies rather than pure physical strength that wield your blade.
As a bonus action, you spend one use of your Channel Divinity feature to gain 10 feet of Blindsight for ten minutes, and you gain an additional action on each of your turn, yet the additional action you gained with this feature can only be used to perform one melee weapon attack. During the time period, any melee weapon you wield is considered to have Graze property, and your damage roll gain a bonus equal to your charisma modifier whenever you deal damage with your melee weapon, even if you miss.
You can end this effect on your turn with no action required.
Level 3: Almighty Smite
When you cast the Divine Smite on a target after landing one melee weapon attack, that target cannot benefit from any damage resistence or immunity when resolving the damage rolls of that melee attack and Divine Smite.
You can cast Divine Smite without using a spell slot, and when you do so, you can immediately make one melee weapon attack on the same target, this weapon attack is considered part of the Divine Smite you cast and the target cannot benefit from any damage resistence or immunity, you can use this feature for several times equal to your charisma modifier, and you regain all spent uses after finishing a long rest.
If you choose to use the Paladin's Smite feature granted by your class and cast Divine Smite without using spell slot, you can also benefit from this feature, and when you do so you don't need to spend a use of this subclass feature.
Level 7: Aura of Keenmind
You and your allies have Immunity to the Paralyzed and Stunned condition while in your Aura of Protection. If an ally affected by aforementioned condition enters the aura, that condition has no effect on that ally while there.
Any creature you choose have advantage in their wisdom and intelligence saving throws while in your Aura of Protection.
Level 7: Necessary Complexity
Your devotion to your oath has grant you the wisdom to manipulate the flow of magic in combat, which is crucial for your victory.
Once per long rest, you may cast a spell with a spell level of 2nd or higher without using spell slot. If you do so, the spell you cast have no Sematic and Verbal component.If the spell you choose has a casting time of one action and you cast the spell on your turn, you may immediately make one melee weapon attack, this melee weapon attack is considered part of the action used for the spellcasting of this spell. You may only cast a spell that you have prepared in this way.
You may use two of your Channel Divinity to regain one use of this feature, yet you can only do so once per long rest.
Level 7: Resourceful
In order to maximize your odds against foe with knowledge beyond the imagination of mortals, you valiantly dive into the unfathomable realm of arcana, the inspirations you acquire can easily overload a mediocre mind.
Once you reach level 7 for your Paladin class, you learn three cantrips from wizard's spell list. Each time you level up your Paladin class onwards from level 7, you learn one spell from wizard's spell list, the spell casting ability of these spells is your charisma. You may only learn a spell that you have spell slot for, and you have to prepare the learnt spell as if they are spells from Paladin' spell list.
When you take Attack action in your turn, you may swap one of your attacks to a cantrip with the casting time of an action.
Your gain a bonus of 1 to your spellcaster level, you cannot make your spellcaster level greater than 20 with this feature.
Level 15: Elemental Stike
Your magical smite now gather ethereal energy around your blade, and the violent energy flow endures shortly to assist in your followup attacks.
Whenever you cast a spell from the spell list of Paladin with a casting time of one bonus action that you have to take immediately after hitting a target, your may choose to have your melee weapon that is used to cast the spell immediately enveloped with etheral energy until the end of your next turn, and each time you deal damage to a target by that melee weapon, you deal extra 2d8 Radiant damage to your target, the damage type of this bonus damage may be changed to Fire, Cold, Lightning, Acid, or Force at your will. The spell that triggered this feature may benefit from damage bonus as well. In addition, whenever you deal damage to targets with your melee weapon imbued with ethereal energy, you can change the damage type of that melee weapon to Fire, Cold, Lightning, Acid, Force, or Radiant. The damage bonus provided by this feature also apply to the damage of missed attacks with weapons that have Graze property.
When a weapon is imbued with ethereal energy with this feature, it emits 10 feets of [rules]dim light[rules/] with colors associated with the damage type you choose. and any creature you choose within 10 feet from you have disadvantage in their saving throws, and when you hit them with two-handed weapons, any modified attack roll that is higher than the Armor Class of target by 5 or more is considered a critical hit.
You may use this feature for times equal to your proficiency bonus, and you regain one use after taking a [rules]short rest[rules/]. If you finish a [rules]long rest[rules/], you immediately regain all uses.
Level 20: At Any Cost
At 20th level, your desire toward victory is so strong that it empowers you with unnatrual resilience.
When your character down to 0 hitpoint, you can choose to continue the fight with 1 hitpoint remaining, if you do so, you character gain following bonus until the end of your next turn:
- Each time your attack roll fail to hit a target, you can reroll it once, and you have to use the new result, your attack roll cannot be affected by any [rules]disadvantage[rules/] as well
- You may choose to remove any number of Conditions from your character permanently without taking any actions
- You may treat any unmodified attack roll of 1-9 as an unmodified attack roll of 10
Once you use this feature, you can’t use it again until you finish a long rest.
Level 20: Ultimate Victory
Driven by your unbreakable resoluiton, you challenge the fundamental principles of reality itself with your will.
You can cast Wish once without using a spell slot, but you can only cast the spell to duplicate any other spell of level 8 or lower. If you do so, any spell you choose to duplicate do not require Concentration. You cannot use this feature again until you finish a Long Rest. You do not learn Wish with this feature.
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