Base Class: Paladin
The oath of Pride calls to the prideful paladins, the ones who do not want to be tied down to one pathetic God. Those who seek complete domination of their enemies, these paladins do not wish to stop at just setting up order like the oath of the conqueror. They must crush anyone who stands in their way on the path to becoming the greatest. Sometimes called Dark Templars or Devil knights. These paladins do not gather to orders or under gods instead they prefer to stay away from those weak philosophies.
Tenets of Pride
A paladin who takes this oath has the temets seared into their back
Power above all- You shall dominate all who oppose, if they are to strong you must become stronger for that is your reason for living
Complete domination- It is not enough to simply win and break your opponents, no you must control their very reason to live or leave none standing in your wake
yourself above all- You must not fall pray to temptation for you are the greatest, do not let yourself become a true follower, do not worship the gods make them crave you
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Dominating presence - 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 if the creature fails it gains the effect charmed you can issue it movement commands but with this alone you cannot command it to attack any living thing
Prideful strike- you can use a bonus action to apply this effect to your weapon for 10 minutes, in that time it deals and additional 1d8 radiant damage and the creature must make a Wisdom saving throw if it failed it gains the effect frightened
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Pride 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 Pride
Starting at 7th level, Non friendly creatures within 10 feet of you that are under the the effect frightened must move closer to you and they are unable to attack anything they are forced to go prone if they are within 5 feet of you, if they try to move away from you their movement speed is reduced to 0. Additionally any creature that has been charmed by you must follow all of your commands with no acceptions.
At 18th level, the range of this aura increases to 30 feet.
Crushing domination
Beginning at 15th level, At the start of every turn it a creature is under the effects of frightened and/or charmed they take 1d10 plus your Proficiency and charisma mod in psychic damage this can stack if they are effected by both
Presence of the perfected
At 20th level, as an action, you can emanate an aura of light and shadow. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that while the ground with in 30 feet is covered within shadows
Whenever an enemy creature starts its turn in the bright light or the shadows roll 1d2 for the creature the results go af follows
1.the creature takes 1d10 radiant damage and has to make a Wisdom saving throw, if it fails it gains the effect charmed for 10 minutes
2. the creature takes 1d10 necrotic damage and the creature must make a wisdom saving throw or they come under the effect frightened for 10 minutes
You also have advantage on attacks made against anyone standing within the range of the bright light or shadow
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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