Base Class: Paladin
This oath is for those who fall subject to the Blade of Vengence's will, either the blade speaking to them, or simply finding their morals to truthfully align with that of the Blades, and as such granting them its own twisted magic.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive 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.
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.
Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion 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 Guidance
Starting at 7th level, you and friendly creatures within 10 feet of you make attacks with advantage.
At 18th level, the range of this aura increases to 30 feet.
Purity of Blade
Beginning at 15th level, you are always under the effects of a divine favor spell. Replace radiant damage with cold damage.
Bringer of Pain
At 20th level, your blade thirsts for blood and reforms to take on the appearance of the Blade of Vengence. While in this form, the melee weapon you previously held keeps all of its previously granted benefits as well as gains new ones:
Using a bonus action, you may alter your weapon, gaining the following benefits:
- Your weapon deals a bonus 2d10 cold damage. This damage ignores resistance and immunities.
- You and all allies in your aura regain temporary hit points equal to you your spell save DC.
- When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to a demi-plane inside of your sacred weapon. On a successful save, the creature can’t be banished by this feature for 24 hours. When a creature is trapped inside of the Sacred Weapon, at the start of its turn it may repeat the saving throw in an attempt to escape.
Previous Versions
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2/21/2023 5:45:37 AM
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Coming Soon
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Posted Sep 12, 2026hey
would it be possible to make it so i can use it for a 5.5e paladin too bc i can´t put it on right now, sry for asking if it´s a bother