Base Class: Paladin
Oath of Power Paladins have chosen to entwine their path with divine strength. They are usually the dark knight or “black sheep” of the Paladins. Following the path of power they are terrifying to their foes, and hit harder than most. Paladins of power follow their tenants but in most cases can and will do what they feel is necessary to get the job done.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Aura of Power: As an action you present your holy symbol and speak a prayer of denunciation, Any enemy within 30 ft of you must make a Wisdom Saving Throw (DC= to your spell save DC), Any creature whose alignment directly opposes yours has disadvantage on this saving throw. On a failed save the creature becomes frightened of your power for 1 minute or until it takes damage. When frightened the enemy must use its reaction to move away from you and cannot willingly come near you while frightened.
LG-CE | NG-NE | CG-LE | LN-CN| Note: True Neutral does not have an opposite though You cannot truly be neutral with Power ;P
Mark of Power: As an Action you can use your Channel Divinity to grant yourself and a number equal to your charisma modifier (minimum of 1 but that number must include yourself if you are being marked) within 30 ft of you advantage on saving throws involving Charisma or Strength and allows marked creatures to add their Charisma modifier to attacks for 1 minute or until they reach 0 hit points or falls unconscious.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Power 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 |
Halting Cowardice
Beginning at 7th level your level of power allows you to hit harder than usual when attacking a cowardly enemy. When making attacks of opportunity the target must make a Strength saving throw on a failed save your attack deals 1 extra dice of the main damage dealt by the weapon used in your attack. If the target is one size larger than you or smaller and fails the saving throw it is knocked prone and their speed decreased to 0 until the end of the Paladins next turn
At level 18 the extra damage increases to 2 extra dice of the same damage done by the weapon used in the attack when the save is failed.
Relentless power
Starting at level 15 your power is almost impossible to quell. Once per long rest when your Hit points are reduced to 0 you are not unconscious you continue to make death saves on each turn and suffer all other normal effects of being reduced to 0 (i.e. attacks on you that hit are crits and the like) but are conscious enough to make attacks and other actions. Even after three failed saves you battle on surviving until your Hitpoints are Negative equal to half your max hit points. However, once your hit points are negative equal to half your max hit points you die instantly.
Aura of Demise
At level 20 once per long rest you can truly channel the divine power of your deity through yourself gaining the following abilities for 1 minute or until rendered incapacitated or unconscious (pretty sure they mean the same thing but still.)
-Paladin Spells Given by your subclass that take an action can be casted as a bonus action.
-All melee attacks against you have disadvantage
-When attacking with advantage you gain a bonus to its damage roll equal to your paladin level.'
(this would include; creatures affected by hold monster/paralysis ect, prone creatures, flanked creatures etc.)
Previous Versions
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1/12/2021 6:55:53 PM
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1/12/2021 10:46:36 PM
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