Paladin
Base Class: Paladin

The Oath of the Martyr is a solemn commitment to destroy those who have committed dark acts with dark acts of their own. Those who seek to corrupt and defile those most innocent will fall to those who swear the Oath of the Martyr, often times at a cost to themselves.

 

These paladins share the following tenets:

  • Expose evil its own darkness.
  • Serve others even at the cost of self.
  • Shield the innocent from corruption.

Level 3: Oath of the Martyr Spells

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

Oath of the Martyr Spells
Paladin Level Spells
3 Hellish Rebuke, Sanctuary
5 Darkness, Death Armor
9 Fear, Haste
13 Backlash, Doomtide
17 Destructive Wave, Hold Monster

Level 3: Vow of Darkness

As a Magic Bonus Action, you can expend one use of your Channel Divinity and grant a number of creatures up to your proficiency modifier of your choice within 30 feet of yourself, which can include you. For the next 1 minute, creatures chose to take a Vow of Darkness, in which they gain the ability to see through magical darkness up to 60ft. Additionally, when creatures under the Vow of Darkness heal or deal damage to a creature, they can expend a hit dice and add it to the result. 

Level 7: Aura of Retribution

Creatures of darkness suffer while within your aura. When enemies within your aura take damage from an attack, they take additional damage equal to your proficiency bonus. 

Additionally, at Paladin level 10, your Aura of Courage feature gives enemies disadvantage on saving throws against the Frightened condition. 

Level 15: Mutual Weakness

You sacrifice the safety of your body to expose the weakness of an enemy. Immediately after a creature you can see within 60 ft is hit with an attack, you can take a Reaction to give them Vulnerability to that attack. Once hit by the attack, the creature is no longer Vulnerable. In return, you also gain Vulnerability to the next attack that hits you for the next minute. After 1 minute, if you have not been hit by an attack, the Vulnerable condition goes away. 

Once you use this feature, you can’t do so again until you finish a Long Rest.

Level 20: Vengeful Martyr

As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). 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).

Dark Aura. Whenever an enemy starts its turn in your Aura of Protection, that creature must succeed on a Wisdom saving throw or have the Frightened and Blinded condition for 1 minute. The creatures repeat this save at the end of their turns. Attack rolls against the Frightened creature have Advantage.

Hidden in Darkness. The dark aura provides Half Cover for you and your allies. Additionally, allies can use the Hide action as a Bonus Action while within the aura. 

Vengeful Martyr

As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). 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).

Dark Aura. Whenever an enemy starts its turn in your Aura of Protection, that creature must succeed on a Wisdom saving throw or have the Frightened and Blinded condition for 1 minute. The creatures repeat this save at the end of their turns. Attack rolls against the Frightened creature have Advantage.

Hidden in Darkness. The dark aura provides Half Cover for you and your allies. Additionally, allies can use the Hide action as a Bonus Action while within the aura. 

Activate Dark Aura

As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). 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).

Dark Aura. Whenever an enemy starts its turn in your Aura of Protection, that creature must succeed on a Wisdom saving throw or have the Frightened and Blinded condition for 1 minute. The creatures repeat this save at the end of their turns. Attack rolls against the Frightened creature have Advantage.

Hidden in Darkness. The dark aura provides Half Cover for you and your allies. Additionally, allies can use the Hide action as a Bonus Action while within the aura. 

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