Base Class: Paladin
"ahhh... at last, my war... has finally come home... WARRIORS OF KREIN!! Ready you're weapons and fasten your armour, The Emperor's army thinks they can take this fortress, no This KINGDOM FROM US! show them how wrong they are!! FOR WE ARE NO LONGER UNDER THEIR TYRANNICAL RULE!, WE SHALL NEVER AGAIN BEND THE KNEE AND SUBMIT TO THEM!! TO BATTLE MY BROTHERS AND SISTERS ,SHOW THEM YOU'RE STRENGTH AND PRIDE!, YOU'RE WILL AND DETERMINATION, AND DRIVE THEM OUT OF OUR HOME!!!" ~Amalura Fellwinter First king of Krein
"If you wish to leave... do so now and let none judge you, for The Oath a Warmonger Takes is one of bloodshed, Chaos, and duty..." you remember those word's as you lead you're troops into battle, you're mere presence boosting their moral and courage, for they were the word's spoken to you by you're mentor the day you took you're Oath, the Oath of the Warmonger.
The Oath of the Warmonger was first taken more than 2000 years ago by a half elven man know as Amalura, larger and stronger than his brethren he was often left alone, however that would prove to be a devastatingly poor decision in future years. Exactly 2895 year's ago the proud and strong Amalura was exiled for crimes he didn't commit, he vowed to take his vengeance before disappearing into the distance, That day he became the first to take the Warmongers Oath.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Warmonger Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Warmonger Spells
| Paladin Level | Spells |
|---|---|
| 3rd | armor of Agathys, command |
| 5th | hold person, spiritual weapon |
| 9th | bestow curse, fear |
| 13th | dominate beast, stoneskin |
| 17th | cloudkill, dominate person |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Who am i? I, AM, WAR!. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Rally Point. You can use your Channel Divinity to become a beacon of strength for your allies, Bolstering their strenth and courage. When you or an ally within 15ft of you make an attack roll, you can use your Channel Divinity to grant a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Warmongers Aura
Starting at 7th level, you constantly emanate a menacing aura that bolsters the spirits and moral of you're allies and striking fear into the heart's of your enemies while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
At 18th level, the range of this aura increases to 30 feet.
Amalura's Reckoning
Starting at 15th level, those who dare to strike you will suffer the Reckoning of Amalura, the first to take the Warmonger's Oath.
Whenever a creature hits you with an attack, you may activate this ability. Upon activation all creatures within a 15ft radius take psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated, and grants temporary access to the following abilities:
- Relentless Assault: You become Resistant to all forms of incoming non-magical damage and are able to wield two handed weapons with a single hand
- Wrath: You sheath your Weapon/s before either dashing in any direction to deal 3d6+4 bludgeoning damage to you're target a total of once per turn for 3 turns, or leaping 15-25ft into the air before crashing down with tremendous force knocking all withing 10ft of you prone and dealing 4d6+4 Bludgeoning damage while also taking half of the total damage dealt a total of once per turn for 2 turns
- Quake: You sheath you're weapon/s and perform 3 to 5 Strikes to the earth causing a total of 12, 5-15ft stone spikes to jut up from the ground around you in a 15-20ft radius dealing 6d4+2 piercing and bludgeoning damage to all creatures caught in the attacks radius including allies
- Reckoning: You gain a permanent temporary buff of +6 to all damage dealt by standard attacks, +5ft of movement for all standard action's, and a Resistance to Magical damage lasting for 5 turns, additionally you're appearance is surrounded by a dark red aura causing the armour you wear to become darker in colour as you're eye's emanate an ominous bloody crimson glow for the duration of this ability
Shadow of War
At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of War itself, gaining the following benefits for 1 minute:
- You have resistance to all damage.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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