Base Class: Paladin
At some point you invited darkness into your heart. Whether this was for vengeance, to prevent a tragedy, or a loss of station, you called upon the worse parts of your soul, but while what answered gave you what you wanted it left behind a seed. Regardless of what it was that placed a seed of darkness in your heart you must strive to remain on the path of righteousness as is your calling. Like a shining piece of obsidian you must not allow the darkness to overtake your light.
For those who have been inspired by the deeds of the Obsidian Dragon, what follows is the solemn promise that all are welcomed to make.
The Obsidian Oath:
I will struggle against my wicked nature.
The compass of my heart shall always point towards virtue.
I will judge only by deeds. Never by appearance.
I do not expect perfection in myself, nor shall I demand perfection in others.
Only in the pursuit of righteousness shall I find my true freedom.
Show mercy to the lost, but for those who embrace darkness, there can only be death.
Oath Spells
You gain oath spells at the paladin levels listed in the Obsidian Oath Spells table. See the Sacred Oath class feature for how oath spells work.
Obsidian Oath Spells
Paladin Level | Spells |
---|---|
3rd | Inflict Wounds, Command |
5th | Darkness, Mirror Image |
9th | Spiritual Weapon, Fear |
13th | Destructive Wave, Stoneskin |
17th | Geas, [Tooltip Not Found] |
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.
Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Veritas Voice. You can use your Channel Divinity to draw out the truest thoughts and desires of a creatures mind and soul. You cast Zone of Truth and compel any creature that fails the saving throw to answer 3 questions.
Aura of Righteous Battle
Starting at 7th level, you constantly emanate a righteous aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
When a friendly creature within 10 feet of you hits with a melee attack you can use your reaction to expend 1 spell slot to grant their attack Divine Smite. Additionally, when a friendly creature within the aura is downed they gain a bonus equal to your charisma modifier on death saves.
At 18th level, the range of this aura increases to 30 feet.
Augur of Duality
Use your action to split your Dark and Light into two corporeal beings, your duality allows you to perform an action with each. During the time this feature is active:
-The two sides may perform separate actions, but neither may perform a bonus action.
-They may move independently of each other but not further than your movement speed apart.
-No concentration spells may be cast by either
-When either side takes damage it must make a constitution saving throw, on a failed save they will be forced back together and take 3d6 psychic damage, and cannot take reaction until their next turn.
-You can spend an action to end this feature early, as long as neither side has performed an action this turn.
Banish the Darkness
At 20th level, you gain the ability to silence the call of your dark desires, and visit retribution upon evil doers. You assume an angelic form with wings of light, and your body radiates divine energy.
You summon your strength of will and call on your deity to act through you, purging the darkness for a time with the righteous flame of your soul, use your action, and gain the following benefits for 1 minute:
- A 30-foot-radius sphere of light spreads out from your location if this area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
- You become a beacon of hope to friendly creatures within 30 feet of you granting their melee attacks 1d4 radiant damage for the duration.
- You emblazon your own weapon with Divine Flames. Your weapon attacks deal an additional 2d6 radiant damage.
- While you are a beacon of hope to your allies, your radiance is overwhelming to hostile creatures. Creatures that can see you within 30 feet must make a CON save or be blinded.
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Original inspiration taken from Phillip Morrison (u/Sinlessssoul, on Reddit) I thank him for his input and permission to use his story, and many thanks to all who helped and advised me on this as I am still new to the game.