Base Class: Paladin
The Oath of Ruin is an insane devotion to total destruction. When wrong upon wrong is heaped upon an innocent until they snap and vow vengeance upon the world, when a despot loses all control and strives to unmake all that they once ruled, when mad gods command their most devoted adherents to unmake all that others have made, when those that have seen far to much suffering and evil decide that the Multiverse does not deserve to exist, the twisted monsters known as Paladins of Ruin begin their unholy crusades to bring annihilation to vast swathes of existence.
Tenets Of Ruin:
Though no two followers of its path are identical, the following tenets are central to the existence of the oath of ruin.
-Hatred: I will destroy my enemies, no matter the cost to myself. Their empires will be destroyed, their works unmade, their servants slaughtered. All that they are or that is associated with them will fall by my will.
-Heartless: Mercy, sympathy, fear, and regret do not matter. Nothing can be allowed to stand in the path of the ruination of my enemies.
-Utter Annihilation: No one escapes me. No matter how weak or insignificant, no matter how distant or difficult, all my enemies will be destroyed.
-Black Cunning: I will use all weapons needed to destroy those whose ruin I must have.The wills of my enemies will be broken to mine own, their bodies used as weapons of my hatred. I will use whatever tools, beings, or magics are available to me to crush my foes
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Ruin Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Ruin Spells
| Paladin Level | Spells |
|---|---|
| 3rd | charm person, hellish rebuke |
| 5th | shatter, mind spike |
| 9th | animate dead, vampiric touch |
| 13th | blight, charm monster |
| 17th | dominate person, planar binding |
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.
Devouring Blow. You can use your Channel Divinity to reap the life force of your victims. As an action, you can use your Channel Divinity to make a special weapon attack. If this atack hits, you can add your charisma modifier to the damage dealt, you can change the weapon damage type for this attack into necrotic, and you regain hit points equal to the amount of weapon damage dealt.
Mindslaughter. You can use your Channel Divinity to attempt to exert permanent control over a creature. Over the course of 5 rounds, you issue a creature a series of commands. A creature that is able to disobey your commands can do so. During the channelling time if the creature disobeys any of the commands, you use your action to do anything besides issuing commands, or either you or the creature is incapacitated, the attempt to exert permanent control fails and your channel divinity is wasted. Otherwise, the creature makes a charisma saving throw against your spell save DC. Creatures with a CR greater than or equal to half your paladin level (rounded down) automatically succeed on this saving throw. On a success, the creature breaks free from one mental effect forcing it to obey you, if any. On a failure, the creature is permanently charmed by you, even if it is otherwise immune to the charmed condition, and its intelligence, wisdom and charisma scores take a -5 penalty (minimum of 1). If all 3 ability score penalties are removed, such as by the spell greater restoration, this effect is dispelled.
Rack the Soul
Starting at 7th level, you can turn your healing energy against the mind and soul of your victims. As a bonus action, you can make a melee spell attack against a creature within 5 feet of you. On a hit, you can spend up to your paladin level's worth of your lay on hands pool. For the next minute, whenever you attack the affected creature, you gain a bonus to-hit equal to half the number of points spent (rounded down), you have advantage on charisma (intimidation) checks against the affected creature, and the creature takes a penalty to wisdom, intelligence, and charisma saving throws equal to one third the number of points spent (rounded down). You can use this ability a number of times equal to your charisma modifier(minimum of once). You regain all expended uses on a long rest. You can only have one creature under the effects of this ability at a time.
Cull the Meek
Starting at 15th level, you can, as an action, unleash a 60 foot cone of blighting energy, which originates from your space. Each creature within the cone must succeed on a charisma saving throw or suffer an effect based on its current hit points. You can use this action once, and regain the ability to do so after a short or long rest.
30 hit points or fewer: Knocked prone and has its speed reduced by 20 feet until the end of its next turn.
20 hit points or fewer: Knocked prone, has its speed reduced by 25 feet until the end of its next turn, and is poisoned for 1d4 rounds.
10 hit points or fewer: Knocked prone, poisoned for 2d4 rounds, and is paralyzed until the end of your next turn.
0 hit points: Killed instantly and reanimated as an undead of the DM's choice, under your control.
Palpable Malice
At 20th level, you gain the ability to harness your hatred into a tangible force of destruction. As an action, you can magically evoke your malice into a tangible shroud around you, gaining the following benefits for 10 minutes:
- You gain the ability to see through both magical and non-magical darkness, and a 30-foot sphere of magical darkness surrounds you. Hostile within this area when it is created, or who enter it for the first time, must succeed on a wisdom saving throw against your spell save DC or use their reaction to attack a random creature within their reach, including themselves if no other creatures are within reach. If a creature fails the saving throw but has already used their reaction, they must take this reaction at the start of their next turn.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- You gain immunity to poison and necrotic damage, and can choose to be treated as an undead, humanoid, or fiend in regards to any effect that has different effects depending on your creature type. You can make this choice separately for each effect.
Once you use this feature, you can’t use it again until you finish a long rest.
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