Paladin
Base Class: Paladin

The oath of Smiting subclass is a paladin that has dedicated their lives to perfecting the art of smiting their enemies. They see the world as a battleground where the forces of good and evil are constantly at war, and they are determined to tip the balance in favor of good through the power of their divine smites.

These paladins come from all walks of life, but they are united in their devotion to their deity and their desire to hone their smiting abilities to perfection. They begin their journey as young acolytes, learning the basics of smiting and practicing their skills under the guidance of experienced paladins. As they grow in power and experience, they become powerful warriors, striking fear into the hearts of their enemies with the might of their smites.

The Oath of Smiting's Tenets are:

  1. Strike with Precision: Every attack must be aimed and executed with precision, always aiming for a critical hit.

  2. Show No Mercy: Do not hesitate to smite your enemies, for they are the servants of evil.

  3. Train Constantly: Dedicate yourself to the constant improvement of your smiting abilities.

  4. Lead by Example: Lead by example, and inspire others to join the fight against evil.

  5. Protect the Weak: Use your power to protect the innocent and defend the weak.

 
 

Channel divinity

Smiting Strike: At 3rd level, you gain the ability to channel divinity to make your weapon attacks even more deadly. When you hit a creature with a weapon attack, you can use your channel divinity to add an extra 1d8 radiant damage to the attack.

Fury of the Smites: At 3rd level, you can use your channel divinity to unleash a barrage of radiant energy at your enemies. As an action, you can make a single weapon attack against each creature within 10 feet of you. If you use a divine smite, it counts for every enemy.

Aura of smiting

At 7th level, you project an aura that adds a bonus 1d8 radiant damage to every attack roll made by allies within 10 feet of you.

At 18 level, the range becomes 30 ft

Smite Mastery

At 15th level, if you roll initiative without any spell slots, you gain one spell slot of each level you have that can only be used on divine smite or smite spells. Additionally, when you hit a creature with a weapon attack, you can use your divine smite twice per attack.

Ultimate smiter

 At 20th level, your mastery of the divine smite reaches its pinnacle. As an action you may become an avatar of smiting. You gain these abilities:

  • When you hit a creature with a weapon attack, you can choose one of the following five effects:
    • The creature takes an extra 2d8 radiant damage.
    • The creature is blinded until the end of its next turn.
    • The creature is stunned until the end of its next turn.
    • The creature is knocked prone.
    • The creature takes an extra 1d8 force damage and is pushed 10 feet away from you.
  • When you roll for a melee attack, if your attack roll is not a critical, you may reroll but must use the new roll
  • Whenever you cast the attack action, you can do an extra melee weapon attack.

Whenever you cast this ability you cant cast it again until your next long rest.

oath spells

Oath Spells:

Level 3: Branding Smite, Magic Weapon

Level 5: Blindness/Deafness, Flame Blade

Level 9: Daylight, Elemental Weapon

Level 13: Crusader's Mantle, Flame Strike

Level 17: Harm, Sunburst

Previous Versions

Name Date Modified Views Adds Version Actions
1/28/2023 9:48:44 PM
1
0
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes