Paladin
Base Class: Paladin

Paladins who take the oath of the slayer have a holy devotion to ridding the mortal plane of demons, and bathing in their blood. Slayer paladins take extreme pleasure in destroying enemies of the mortal plane. Using their boiling rage to bolster their strength, and destroy anything in their path. They are known for their unending rage, and intense zealotry however these are often the extremes of the group. However, they can be rather reasonable when it comes to dealing with mortals, and cultists loyal to demons.

Slayer paladins are very cruel to the evil denizens of other planes, and those who threaten the mortal plane as a whole. However, they are incredibly reasonable and understanding when it comes to dealing with mortal enemies. From cultists to teiflings, slayer paladins often let them live though they may be cautious around them. When dealing with mortal conflicts, slayer paladins will often un-involve themselves. If it is urgent, they will seek help from paladins of other oaths, or clerics. If forced into combat with mortals, they will often refrain from lethal force. However, it is often at the paladin's discretion. 

Oath Spells

You gain spells at the paladin levels listed in the Oath of the Slayer Spells table.

Oath of the Slayer Spells

 

Channel Divinity

After choosing this option at the third level, you obtain two channel divinity options. See the sacred oath class feature for how channel divinity works.

Rage. You can use your channel divinity to enter a state of blinding rage. While in this state you get the following benefits:

  • gain advantage on STR checks and saving throws
  • when making a melee attack using strength, you gain a bonus to the damage roll that increases as you gain levels.
  • You have resistance to slashing, bludgeoning, and piercing damage

While raging, you are unable to concentrate on casting spells.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage manually as a bonus action.

The amount of times you can rage increases with your level, and you must take a long rest before being able to rage again.

Glory kill. When you kill an opponent, you can use a bonus action to channel divinity, and perform a glory kill. Doing so gives 1d4 temp hp at level three, and scales with each level. 

 

Aura of the Slayer

Starting at 7th level, you constantly eminate an aura of lethality while you're not incapacitated. The aura extends 10feet from you in every direction, but not through total cover. 

if a creature of evil alignment is in range of you, it has disadvantage on attacks made against you.

At 18th level, the range extends to 30feet.

Keen Inquisitor

Starting at 15th level, you have become more adept at rooting out evil. You can perform an insight (WIS) check on a target against their deception (CHA) skill to use your divine senses and discern if they are evil. If you succeed you know their exact alignment and current motive as long as they are evil, otherwise you just learn their alignment.

Conduit of Doom

At 20th level, you tap into your most primal reserves of absolute, unending rage to become a holy conduit of the doom slayer's will, and take a form in his likeness for one minute.

  • You gain the effects of Channel Divinity: Rage and Channel Divinity: Glory Kill is automatically triggered on each kill, as foes you slay explode in clouds of viscera.
  • When you take the Attack action on your turn, you can make two additional attacks as part of that action.
  • You have resistance to all forms of damage.

Once you use this feature, you can’t use it again until you finish a long rest.

 

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