Paladin
Base Class: Paladin

Tenets of the Doomsayer

The tenets of the Oath of the Doomsayer will not vary by paladin, but instead all the tenets revolve around destroying anyone outside their very strict religion. Paladins who uphold these tenets are willing to kill anyone and anything other than their allies to attain their goal. The core principles of the tenets are brutally simple, and they are as follows:

Spread the Word of My Deity. Make sure my beliefs are known, and that everyone that crosses me should listen if they know what's good for them.

My Actions Are Justice. Everything I do, I do for my god. Anything I do for my god is justice.

Be Merciless. Mercy is for the weak, destroy anyone who gets in your way.

Bribe. If my enemies need persuasion to spread my beliefs, or an ally risks being locked up, a little coin goes a long way.

Channel Divinity: Persuading The Faithless

Persuading The Faithless. As an action, you present your holy symbol and recite scripture you have memorized. A glowing circle (can be any color) containing a symbol of your choosing forms in the area surrounding you, using your Channel Divinity. Any hostile humanoid creature, that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails it takes 2d6 radiant or necrotic damage, and it has disadvantage on attacks against you until the end of its next turn.m

This circle lasts for 1 minute, ane any enemy that leaves or enters the circle, regardless of whether it had free will to do so, must make a wisdom saving throw or take 2d4 damage.

You can also choose a target as a bonus action to have make a wisdom saving throw, if they fail you have advantage on persuasion checks against them.

This circle dissapears if you fall unconcious, if you end the effect, or if 1 minute has passed.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Doomsayer Spells
Paladin Level Spells

3rd

Hellish Rebuke, Charm Person

5th

Mirror Image, Ray of Enfeeblement

9th

Vampiric Touch, Fear

13th

Blight, Hallucinatory Terrain

17th

Hold Monster, Contact Other Planes

Channel Divinity: Wrathful Weapon

Wrathful Weapon. As an action, you can imbue one weapon that you are holding with your fury, using your Channel Divinity. You must take a bonus action to attack the enemy. This weapon attack is considered magical for the duration if it isn't already, and you roll your usual damage, plus a d6 on a hit. This effect is instantaneous. Your weapon also glows as if it is red hot and gives you advantage on Intimidation checks.

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.

Aura of Armageddon

Starting at 7th level, you may drop a meteor on a number of enemy creatures equal to your charisma modifier within 10 feet of you while you are conscious.

At 18th level, the range of this aura increases to 30 feet, and you can drop meteors on all enemy creatures within the aura.

You may do this with a bonus action, and the meteors do 2d10 radiant damage on a failed dexterity saving throw.

Condemning Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell. But it protects you from celestials only.

Fog of Death

At 20th level, as an action, you can emanate an aura of darkness. For 1 minute,  magical darkness envelopes an area around you within a 30-foot radius, and a a heavily obscuring fog spreads 30 feet beyond that.

Whenever an enemy creature starts its turn in the magical darkness, the creature takes 10 necrotic damage.

In addition, for the duration, you have advantage on saving throws against spells cast by celestials.

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

Previous Versions

Name Date Modified Views Adds Version Actions
12/6/2020 8:28:43 PM
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5/22/2022 8:25:29 PM
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