Base Class: Paladin
TENETS OF EXECUTION
Though the exact words and strictures of the Oath of execution vary, paladins of this oath share these tenets.
Heal. This world is strife with sickness, do not let it corrupt you or those around you.
Courage. Never fear to act, though caution is wise.
Mercy. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes with quick and painless deaths for the deluded are victims of the powers that corrupt them.
Judge and Jury. You are bound to this oath and this oath is bound to you, let yourself inspire hope for the innocent and fear for the guilty.
Paladins who follow the Oath of Execution are hunters, slayers patrolling the wilds of the world in search of blasphemers; gatherings of cultists, covens of witches or packs of lycanthropes. Those who came into this world pure, those who let themselves be twisted by evil and succumb to darkness. Paladins who swear this oath bind themselves to the slaying of the evil; perhaps they had their child sacrificed by deluded cultists and were powerless to stop them, or were stolen in the night as a child and tortured by hags for their amusement.. Paladins who follow this path are known as Witch Hunters or Red Knights. Many who swear themselves to this oath are devoted to gods of Justice, Purity or Nature. They hold Lady Justice or Mother Nature—Representations of Righteousness—as their ideals, and incorporate images of a set scales or good natured plants into their helmets or coats of arms.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Cleanse the Unholy. As an action, you can infuse your touch or 1 weapon with holy energy using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration and deals 1d6 + your Charisma modifier Psychic or Radiant damage. When touching a target with this effect applied to your hands, the target is effected by the Greater restoration spell as if it were cast on them, this effect can only be used on 1 creature per use of Channel Divinity.
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.
Strike Fear. As an action, you present your holy symbol and speak a prayer censuring the wicked, using your Channel Divinity. Each creature with an Evil alignment that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Execution 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 |
Aura of the Hunter
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed or frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Witch Proof
Beginning at 15th level, you are always under the effects of a protection from evil and good spell. You gain advantage on saving throws against spells and other magical effects cast on you by an enemy with an evil alignment. Your thoughts cannot be read and you have resistance to psychic damage if you don't already.
Beast of Prey
At 20th level, You have mastered the arts of vanquishing evil and knowing the forces the damned call upon, granting you resistance to all magical effects targeting you from any caster with an evil alignment.
As an action, you can emanate an aura of fear. For 1 minute, An aura of predation radiates from you in a 60-foot radius, inspiring a primal sensation of fear and terror into your enemies.
Whenever an enemy creature starts its turn within 35 to 60 feet of you, the creature must make a wisdom saving throw or be frightened. If the creature starts its turn within 5 to 30 feet of you, the creature must make a wisdom saving throw at disadvantage or be paralysed, on a success they remain frightened
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead or any creatures with an evil alignment.
Once you use this feature, you can’t use it again until you finish a long rest.
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