Base Class: Paladin
Warrior Paladins, using their power not to turn others but to destroy those who oppose their faith. Cultists are among the most common foes.
Channel Destruction
When you take this oath at 3rd level, you gain the following two Channel Destruction options.
Destroyer’s Weapon - As an action, you can imbue one weapon that you are holding with godly energy, using your Channel Destruction. For 1 minute, you add your Dexterity modifier to attack rolls made with that weapon. The weapon also shrouds the area in s vision-impairing darkness in a 20-foot radius. If the weapon is not already magical, it becomes magical for the duration. In the darkness, you can see and have advantage against all other creatures when attacking inside the darkness.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Control the Unholy. As an action, you present your holy symbol and speak a prayer dominating fiends and undead, using your Channel Destruction. Each fiend or undead that can see or hear you within 30 feet of you must make a Charisma saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it dies.
A controlled creature obeys your will. Each turn the creature takes, you may usher a command to it. It must make a DC15 saving throw or do your bidding. There are some things you cannot make the creature do, such as something it physically can’t do or asking it to commit suicide.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
Fireball, Animal Friendship |
|
5th |
Death Ward, Clairvoyance |
|
9th |
Evards Black Tentacles, Mass Cure Wounds |
|
13th |
Spider Climb, Conjure Celestial |
|
17th |
Otherworldly Transformation |
Gods Protection
Starting at 7th level, you and friendly creatures within 20 feet of you and out of combat have an advantage to detect if they are being snuck up on while you are conscious. They also get 1d4 healing per turn.
At 18th level, the healing is increased to 1d8.
Absorb Soul
Beginning at 15th level, every enemy you kill gives you temporary hp based on how much damage you dealt to the target.
Lords Reward
At 20th level, you may choose a gift from your god. This is permanent and does not go away.
a. Superweapon - your weapon is imbued with a powerful effect of your choosing. It can be anything, so much as your DM allows it(it cannot be something stupid like unlimited wish)
b. Angelic Form - you become an angel, gaining wings, +1d10 radiant damage every attack and you get the bow of the Angels.
c. Personal Domain - gain a pocket dimension which you can teleport to out of combat. It heals you 1d10 each turn.
d. Refuse - you can refuse the gift
Angelic form
Transform into an angel. All your attacks have an added 1d10 radiant damage plus you gain the bow of Angels.
Personal Domain
You gain a personal pocket dimension you can teleport to out of combat. It heals you 1d10 per turn if you are damaged.
Refuse
You gain nothing but favor of your god. Your god will be more willing to passively help you with tasks.
Superweapon
If you chose this reward, you may choose a weapon(if in a set of two, both weapons are affected) and give it a special, unique property at your dm’s discretion. You may be able to teleport, become invisible as an action, etc. If your dm says no, it’s a no.
Previous Versions
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