Base Class: Paladin
The Oath of Execration paladin has sworn to rid the world of cursed artifacts and sentient items. When left to fall into the wrong hands, such relics can bring only ruin. These paladins know that only those who have undertaken the Oath of Execration may be trusted to wield onto a cursed item. Some may choose to destroy these artifacts and weapons outright, while others opt to carry them on their person, keeping them close under their watchful gaze.
Many execrators serve gods of order, law, and knowledge, such as Tyr, Helm, or Labelas Enoreth. Some have been tasked by the powers they serve with recovering a single cursed artifact, and have elected to deal with — or ignore — other, similar items they encounter along the way. Still others swore their oath, not because of any divine intervention, but due to a deeply held belief that preventing the spread of a curse's influence was the righteous thing to do.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Detect Curse. As an action, you detect the distance and direction of a specific cursed magic item, weapon, or creature you know of. If the item, weapon, or creature is not within 1 mile of your current location, is not on the same plane of existence as you, or is no longer cursed, you learn nothing. Alternatively, you may use this ability to detect the distance and direction of the nearest cursed magic item, weapon, or creature (your choice) within 1 mile of your current location.
Righteous Brawler. As a bonus action, you can prepare for frenetic combat by fine-tuning your reflexes for 1 minute. For the duration, when a creature you can see hits you or a friendly creature within 30 ft. of you with an attack, you can use your reaction to move up to half your speed toward the attacking creature and make one unarmed strike against it. On a hit, an unarmed strike made in this way deals extra damage equal to your charisma modifier (minimum of 1).
When you use your Channel Divinity in this way, you must take a long rest before you can use this ability again.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| PALADIN LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of the Surefooted
Starting at 7th level, your dungeoneering experience causes you to exude an aura of confidence in precarious situations. You and friendly creatures within 10 feet of you gain advantage on saving throws against traps and resistance to damage from traps. If a creature affected by your aura makes saving throw to take only half damage from a trap, they instead take no damage if they succeed on the saving throw.
At 18th level, the range of this aura increases to 30 feet.
Righteous Immunity
Beginning at 15th level, you are immune to spells and other effects that cause you to become cursed. If you or a willing creature you touch is attuned to a cursed magic item, you can expend 5 points from your Lay on Hands pool to end the attunement. This does not destroy the item or remove the curse.
Hero of Fortune and Glory
At 20th level, as an action, you can channel your knowledge and charisma into an aura of heroism and surety. You gain the following benefits for 1 minute:
- You and creatures of your choice within 30 ft. of you can move across difficult terrain without spending extra movement.
- You have advantage on saving throws against spells and other magical effects.
In addition, you gain 1 luck point for the duration. While under the effects of Hero of Fortune and Glory, you may use your luck point in one of the following ways:
- Whenever you make an attack roll, an ability check, or a saving throw, you can spend your luck point to roll an additional d20. You can choose to spend your luck point after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
- You can also spend your luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
Once you use this feature, you can’t use it again until you finish a long rest.
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