Paladin
Base Class: Paladin

As is the natural order of life, all things must come to its end. Paladins who take the Oath of Ruin are not heartless monsters that destroy all they come by, but harbingers that understand when the end is nigh for any aspect of reality. When that time comes, they will make sure with all of their power that it is indeed ruined.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Chaotic Madness. As an action, you can force chaotic energy into a creature of your choice through your holy symbol. A creature of your choice within 30 feet must make a Wisdom saving throw, on a failure it goes berserk and will approach then make a melee attack against whoever is closest to it, unless it is the user of Chaotic Madness. It will always reckless attack, and gains +2 damage to strength based attacks.

This effect lasts for 1 minute, each round they can repeat the save to regain control.

Turn Flammable. As a bonus action, you present your holy symbol and speak a prayer using your Channel Divinity. All creatures and objects within 30 feet of you must make a Charisma saving throw. If the creature fails its saving throw, it becomes vulnerable to Fire damage for 1 minute. If resistant they become neutral, and if immune they become resistant.

When a Flammable creature is hit by fire damage, they must make another Charisma saving throw, if they fail their body will ignite, and they must take 4d4 fire damage. Until Turn Flammable ends, a burned creature takes 2d4 damage per turn.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Ruin Spells

Chaotic Resilience

When you take this oath, you are quite used to the elements of chaos. Gain resistance to Fire, and choose between other chaotic elements (Acid, Lighting, Necrotic, and Thunder). You can change your choice every long rest.

Acid

Gain resistance to Acid damage

Lightning

Gain resistance to Lightning damage

Necrotic

Gain resistance to Necrotic damage

Thunder

Gain resistance to Thunder damage

Aura of Ruin

Starting at 7th level, creatures of your choice within 10 feet of you will take critical damage on a 19 or 20 roll of a d20 while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Chaotic Smite

Beginning at 15th level, any time Divine Smite is used, all other creatures within 15 feet take 1d6 Fire damage and 1d6 bludgeoning damage, or 1d6 lightning damage and 1d6 thunder damage. The damage increases by 1d6 each for every 2 spell slots.

Void of Madness

At 20th level, you can unleash a force of absolute chaos out of your body as an action. For 1 minute your body is covered by a void black aura. During this transformation you gain the following benefits.

• Become resistant to all forms damage.

• At the start of your turn, creatures of your choice within 90 feet of you must make a Wisdom Saving Throw against your Spellsave DC, if they fail they will become charmed and only target you for the rest of their turn.

• All attacks against you have disadvantage, and you have advantage on all saving throws that would deal damage.

• Any attack that is made against you, regardless of if it hits, will prompt an automatic counterattack from you that deals force damage equal to 3d12 + your Charisma modifier, and forces a Charisma saving throw. Failure will result in the target becoming restrained until the end of the transformation. You can use your reaction to deal maximum damage and impose disadvantage on the save.

After the effects wear off you suffer 1 level of exhaustion, and can't use this ability until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
5/19/2020 10:37:34 PM
32
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes