Base Class: Paladin
The Oath of Blasphemy defies the gods and their servants. Those who take upon this oath stray from the path of righteousness, corrupting the divine powers they wield to punish other paladins and zealots of religious doctrine. These paladins are known as heretics, apostates, antipaladins, or black knights, and though their path is often associated with the pursuits of evil, such is not necessarily the case. While there may, indeed, be those who seek the destruction of divinity to make way for the forces of malevolence, many find themselves branded heretics for standing against the corruption that plagues their religious orders.
TENETS OF BLASPHEMY
With the exception of reformation and rebellion factions that collectively swear to an Oath of Blasphemy, heretics are seldom bound by the same tenets, as their vows serve to contradict the orders that they stand against. For instance, a paladin who stands against the Oath of Devotion may lack honor and compassion, showing little to no mercy for their enemies and imposing their own superiority, but a paladin who opposes those who take the Oath of Conquest may seek liberation above all else, rekindling the flames of hope and seeking to destroy the tyranny that defines the iron mongers of the order.
An Oath of Blasphemy is not required to defy every single tenet of the order they oppose, and can freely choose which tenets they oppose in their oath. For instance, a heretic sworn against the Crown may stand against the laws of their land, but still value loyalty among their fellow revolutionists. In fact, some heretics even agree with every tenet of their faith, but may still take the oath if they believe the zealots of their faith have corrupted or perverted the doctrine.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Blasphemy Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Blasphemy 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 |
Channel Divinity
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Suppress Doctrine. As an action, you can channel your unholy word to suppress the divine word of your foes. Each creature of your choice within 30 feet of you must make a Wisdom saving throw. On a failed save, the target cannot speak or cast spells that require verbal components. The target can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Divine Spite. You imbue your Channel Divinity with heretical power, corrupting it and turning it against the faithful who depend on it. Whenever you use your Divine Smite feature, you can use your Channel Divinity to increase the damage die of the smite to a d10 instead of a d8. If the target is a celestial, or if the target is willingly carrying or wearing a holy symbol, the damage die of the smite increases to a d12. You choose whether Divine Smite deals radiant, psychic, or necrotic damage when you use this feature.
Aura of Denial
At 7th level, you gain the ability to corrupt your Aura of Protection, turning it into an unholy aura devoid of divine favor. At the start of your turn, you can choose to negate the bonus granted to your allies by your Aura of Protection until the start of your next turn. When you do so, any hostile creatures within 10 feet of you takes a penalty to saving throws equal to your Charisma modifier (minimum of 1.) You must be conscious to impose this penalty.
At 18th level, the range of this aura increases to 30 feet.
Inured to Impiety
Beginning at 15th level, you gain resistance to radiant damage, and you cannot be targeted by divination spells or perceived through magical scrying sensors. You have spent so much time dealing with zealots and the divines that empower them that you can deny their most potent abilities.
Bane of False Divinity
At 20th level, your presence causes divine power to falter around you. As an action, you can exude a swirling aura of black flame around you in a 30-ft radius. The aura reduces bright light in the radius to dim light.
Whenever an enemy creature starts its turn in the aura, it cannot regain hit points through spells and other magical effects, and it must make a Wisdom saving throw. On a failed save, it is blinded until the start of its next turn.
In addition, for the duration, you are immune to radiant damage, and you have advantage on saving throws against spells cast by creatures who are willingly carrying or wearing a holy symbol.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Previous Versions
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