Paladin
Base Class: Paladin

The Lady does not accept worship, nor tolerate the seeking of knowledge about her. Her voice has never reached your ears, nor do you wish it to, for her attention is usually the split second of an overwhelming shadow containing unseen blades - or one of her many mazes, if she is merciful. She trusts none to do her bidding in Sigil, save for her dabus, and anything that does not require her personal attention outside of the City of Doors is usually in the hands of mercenaries. No one knows that she calls on the aid of the zealous on the Material Plane to ensure that anything that might bring harm, danger, or ruin to Sigil is stifled in it's sleep - and she prefers it that way. Yours is a contract, one with strict outlines and expectations.

You do carry neither banner nor crest nor symbol, nor do you pray to her as a deity. You speak to her contacts in secret - at best, as an equal with likeminded ends. But at the core of your relationship with the Lady, you are a tool, an instrument, an emissary of her ideals. You carry the truth of Pain to the Prime Material Plane and stand as a warning - ironically, not unlike the warning she gives you: do not cross the Lady of Pain. You are the most compassionate judgment she can bestow on anyone who would. The tenets are as succinct as they are brutal, and must be adhered to strictly, lest the Lady turn her gaze upon you.

Tenets of Pain:


Compassion. Seek out the tired, the weary, and the injured, and offer them relief from their suffering, so that they will know what pain is when it comes upon them.

Courage. Do not fear pain. Pain is a gift to the living, so they know they are alive.

Discretion. No one will know your ties to the Lady, unless she wills it so. No prayer, no exalted words in public nor private. Pain is silent, its wielder's stoic. Let the judged do the screaming.

Duty. Pain does not know fatigue, or fear, or pity. It will not be bargained with, or reasoned with, nor will it stop because you or others want it to.

Honor. Do not besmirch the Lady’s name. Pain does not cheat, lie, or renege on its promises.

Resilience. Pain teaches. Work through pain. That which does not kill you only makes you stronger. Those who avoid pain do not know the sublime joy that can be derived from it.

Disciple of Pain

Your experience with restraints gives you proficiency with Sleight of Hand for checks made to tie someone up. If you put a creature in Manacles, the escape DC increases by 2.

Due to your attunement to pain, you gain proficiency in the Intimidation skill. In addition, your attacks with certain weapons cause extra damage. Whenever you attack with a whip or a club, you can add your Charisma modifier to damage rolls.

Channel Divinity

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

Channel Divinity: Safe Word

As a reaction, you shout a safe word when you or an ally within 30 feet of you is being attacked by an opponent within 60 feet of you that you can see. That opponent must make a Wisdom saving throw. On a failed save, the opponent can not attack until the end of their next turn. On a successful save, the opponent has disadvantage on attacks until the beginning of their next turn. This feature has no effect on a creature that is deafened or cannot hear.

Channel Divinity: Branding Punishment.

Immediately after you deal damage to a creature, you may use your your Divine Smite feature and as a bonus action and brand them with punishment for 1 minute. The branded target then makes a Constitution saving throw, taking (half your level, rounded down)*d4 fire damage on a fail, or half on a success. On subsequent turns, you may use a bonus action to flare up the brand again, forcing the save again.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Painful Strike

At 7th level, you gain the ability to cause lasting pain with your weapon strikes. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. Additionally, the target takes that extra damage again at the beginning of its turn for a number of turns equal to your Charisma modifier. This effect stops early if the creature receives any magical healing. When you reach 14th level, the extra damage increases to 2d8.

Embrace The Pain

Starting at 15th level, your body has started embracing the pain.

Whenever a creature within 30 ft of you takes damage, as a reaction you may magically take half of the damage instead of the target, treating it as if you have vulnerability to all damage (Resistance and Immunity would still apply). Additionally, you may punish them in retaliation, branding them and healing for the amount of damage done by it. Furthermore, Branding Punishment can deal psychic damage instead.

You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Cruel Master

At 20th level, you have become a master of pain. As an action, you can assume a dominating presence, gaining the following benefits:

You can cast command as a bonus action without expending a spell slot on any creature that is taking damage from your Painful Strike. If multiple creatures are taking damage from your Painful Strike, you can choose to target multiple affected creatures. Affected creatures have disadvantage on their saving throw.

Additionally, you may perform a melee weapon attack on one of the targets with a whip or a club.

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

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