Base Class: Paladin
most of the paladins who have road so far down their paths become blinded to most other ideas of life . this attracts devils and demons along with stalwart and uncompromising gods to sponsor these people. Gods of uncompromising states of being such as Eldath, Talos ,Tyr, Malar and Tempus with legions of extremists combating those of an opposite beliefs.
The arch devil zarial pays patronage to a band of extremists called the "hell riders' though a number of them had betrayed her the ones that remained gained a large amount of power following her fall from grace. these riders fight endlessly in the blood war until death and many of the warlocks of zarial end up filling the ranks of the hell raiders in death.
TENETS OF EXTREMEISM paladin of this oath carves these tenets into their body with a sharpened and pristine blade. Destroy the Enemy. Any threat to your ideals cannot be tolerated. in victory always end the life of your enemy if they stand in your way and maim the ones who you cant, mutate the corpses of the non believers to send massage to those in future "No threats will be speared." By Any Means Necessary. Any battle lost to the enemy is unacceptable and all ways of preserving your preferred world view are available. in this battle where loss is not an option moral hang-ups are nit needed. The ends justify the means. Do Not Doubt. Doubt in unacceptable, questioning your values is the same as not having values at all. Are you a non-belie? a Heretic? a traitor? then hold fast in your values and never waver.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of extremism Spells table. See the Sacred Oath class feature for how oath spells work, spells that you have gained through this spell list do not have material components.
Oath of Extremism Spells
| paladin level | Spells |
|---|---|
| 3rd | inflict wounds, cure wounds |
| 5th | suggestion, silence |
| 9th | Mass Healing Word, vampiric touch |
| 13th | Blight, Guardian of Faith |
| 17th | Reincarnate, Flame Strike |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options based on your alignment. See the Sacred Oath class feature for how Channel Divinity works.
Lawful:
- Unwavering Order.
- Balanced Strike.
Chaotic:
- Unconditional Liberation.
- Tilted scales.
You gain additional uses of channel divinity at 7th and 15th level.
Chaotic Channel Divinity
Due to your Unwavering beliefs in your chaotic ideals, of the importance of freedom, the rebellion's against authority and belief in change, you gain the following Channel Divinity Options:
Channel Divinity: Unconditional Liberation:You use your channel divinity to free others from any effect that binds them. As an action you can end all conditions on all creatures in 30ft of you except unconscious, any physical chain restraining a creature brakes and and a grappled creature is let go of.
Channel Divinity :Tilled Scales:You draw upon your chaotic nature through your channel divinity to find away to get an unfair advantage. when you make an attack roll, you can use your Channel Divinity to gain advantage on the roll. you can only use this before you roll.
Lawful Channel Divinity
As your alignment is one of unshaking Order, endless peace and organized assaults you gain access to the following Channel Divinity options
Channel Divinity: Unwavering order:You can use your Channel Divinity to Draw upon your own lawful nature to compel others to follow your rules. 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. On a failed save, a creature becomes Charmed of you for 1 minute, the charmed creature must follow out one command you give it that isn't directly harmful to it or its allies. The Charmed creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Channel Divinity: Balanced scales:You can use your Channel Divinity to attack normally no matter what tries to unfairly impede you. When you make an attack roll at disadvantage you can use your Channel Divinity remove it. You must make this choice after you see the roll.
Aura of Extremes
Starting at 7th level, you constantly emanate an aura that reflects your moral character while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover the aura's effects depend on your moral alignment.
Good:
Aura of selflessness: Your aura reflects your moral ideals, your desire to help, your will to sacrifice yourself for others and you compassion for even your enemies. Creatures that start their turn within your aura are healed 2D8 Hit points. If an allied creature is below half Hit points you can take 3D8 Necrotic damage that ignores resistances to instead heal 40 Hit points to them. If an non-Hostile creature is reduced to zero or below hit points you can drop your self to 0 Hit points to restore their hit points fully, you may only do this 3 times per short rest.
Evil:
Aura of Selfishness: Your aura reflects your lack of ethics, your will to take until their is nothing left, your lack of care for the harm you cause to your allies and your will to survive no matter the cost. Creatures that start their turn start their turn within your aura take 2D8 Necrotic damage and you heal the damage dealt. if you are reduced to below half hit points you can choose one creature with your aura and they are dealt 3d8 necrotic damage and you heal the damage dealt multiplied by 1.5 . if you are reduced to zero hit points you can force one hostile creature in your aura make a Wisdom saving throw or be dealt 30 Necrotic damage and after this you are healed 30 Hit points, you can only use this feature twice per long rest.
At 18th level, the range of this aura increases to 30 feet.
Aura of Selfishness
Aura of Selfishness: Your aura reflects your lack of ethics, your will to take until their is nothing left, your lack of care for the harm you cause to your allies and your will to survive no matter the cost. while you’re not incapacitated Creatures that start their turn start their turn within 10ft of you take 2D8 Necrotic damage and you heal the damage dealt. if you are reduced to below half hit points you can choose one creature with your aura and they are dealt 3d8 necrotic damage and you heal the damage dealt multiplied by 1.5 . if you are reduced to zero hit points you can force one hostile creature in your aura make a Wisdom saving throw or be dealt 30 Necrotic damage and after this you are healed 30 Hit points, you can only use this feature twice per long rest.
At 18th level, the range of this aura increases to 30 feet.
Aura of Selflessness
Aura of selflessness: Your aura reflects your moral ideals, your desire to help, your will to sacrifice yourself for others and you compassion for even your enemies. while you’re not incapacitated, Creatures that start their turn within 10ft if you are healed 2D8 Hit points. If an allied creature is below half Hit points you can take 3D8 Necrotic damage that ignores resistances to instead heal 40 Hit points to them. If an non-Hostile creature is reduced to zero or below hit points you can drop your self to 0 Hit points to restore their hit points fully, you may only do this 3 times per short rest.
Extreme reaction.
Starting at 15th level, you gain effects that can react to you being harmed or transgressed based on your societal beliefs.
Lawful:
punish the lawbreaker: You gain the ability to exact due punishment to those who brake the laws of the land and transgress your code. when a creature attempts to attacks you, steal your positions or kills another creature in 60ft of you, you can use your reaction to force them to make a WIS saving throw . On a failed save the creature becomesrestrained for 1 minute by spectral steel chains and takes 5d8 Force Damage or just 3d8 force damage on a successful save.
Chaotic: Freedom from burdens: you gain the ability to Free yourself and others from oppressive effects and exact revenge on those who imprison you. If you or another creature in 60ft of you falls under a condition you can use your reaction to remove that condition and heal the target 4D8 Hit Points. If you are ever restrainedor grappled you can use your to end that condition and deal the creature that grappled or Restrained you 5d8 radiant damage you can only use the second effect 3 times per short rest.
Freedom From Burdens
Freedom from burdens: you gain the ability to Free yourself and others from oppressive effects and exact revenge on those who imprison you. If you or another creature in 60ft of you falls under a condition you can use your reaction to remove that condition and heal the target 4D8 Hit Points. If you are ever restrainedor grappled you can use your to end that condition and deal the creature that grappled or Restrained you 5d8 radiant damage.
Punish the Lawbreaker
punish the lawbreaker: You gain the ability to exact due punishment to those who brake th laws of the land and transgress your code. when a creature attempts to attacks you, steal your positions or kills another creature that you can see, you can use your reaction to force them to make a WIS saving throw . On a failed save the creature becomesrestrained for 1 minute by spectral steel chains and takes 5d8 Force Damage or just 3d8 force damage on a successful save
Pinnacle of ideals.
At 20th level, when your 'typical' paladins would gain a capstone feature you are instead given one of four features based on your alignment:
Lawful Good-Kind Peacekeeper
Lawful Evil-Dominating Dictator
Chaotic Good- Righteous Revolutionary
Chaotic Evil-Uncaring Destroyer
Dominating Dictator
At 20th level, you become the pinnacle of your beliefs and gain the power to crush anyone who desires to put an end to the rule you desire to gain.
as an action you magically become a Dictator with an iron fist, Gaining the following benefits for 10 minutes:
- You gain an additional reaction every turn,
- creatures apart from you cannot gain advantage and you cannot gain disadvantage,
- All creatures within a 60ft radius of you take 4d8 Necrotic damage at the start of your turn and you gain 20 Hit Points,
- When you hit a creature with an attack you can Force them to make a wis saving throw(DC {{savedc:cha}}) Or they become Restrained, Restrained creatures within 60 ft of you take 3d6 force damage at the beginning of yours and their turns.
- You can cast Detect Thoughts for any thoughts of rebellion ,betrayal or inciting disruption in the Status Quo at will and can cast dominate monster or Mass Suggestion 4 times a day at will.
Once you use this feature, you cannot use it again until you finish a long rest
Kind Peacekeeper
At the pinnacle of your ideals you can use your action gain the power to enforce peace and healed the god citizens of the realm as well as magickly policing spells that could be used to beguile others to start an insurrection and to punish those who fail to keep the peace. You can only use this ablity once per long rest and you gain the following benefits for 1 hour
● you gain an additional reaction ● creatures within 30ft of you cannot gain advantage or disadvantage. ● all creatures in 60ft of you are effected by the spell Calm Emotions and are unaffected by any spell or effect that would alter their minds or perception and any creature that casts one of these spells or tries to inflict those effects on any creature in 60ft of you takes 3d8 Psychic Damage. Any creature within 60ft that tries or desires to incite a conflict or rebellion takes 40 force damage and a level of exhaustion while in your presence.
Righteous revolutionary
At the pinnacle of your ideals you can use an action to gain the charisma to fan the flames of rebellion in the hearts of the masses and the ability to bolster their strength so they can stand against a trained army. You gain the benefits for 1 hour:
● Creatures in 30 ft of you gain advantage on attack rolls against creatures that are hostile to you and they are healed 25 hit points at the start of your turn.
●You gain immunity ti the charmed condition and creatures within 60 ft of you gain advantage on saving throws to avoid being charmed and creatures that cast an enchantment school spell on a hostile creature gains disadvantage on its next attack roll or creatures that they next force to make a saving throw gain advantage on that roll.
●You gain expertise in persuasion, deception and performance if you are using the skill to convince a group of 2 or more creatures to join your cause.
●As a bonus action you can give a rousing speech to allies or a scathing array of mocks,jeers and pointed insults to Enemy’s. If you choose to give a speech all allied creatures who can hear you get inspiration and a +6 to hit and a +16 to damage for 4 minutes , while if you choose to give insults and mocks all hostile creature that can hear you take 12d4 psychic damage and they gain a -4 to hit fir 4 minutes.
Uncaring Destroyer
at the pinnacle of your ideals you can use your a toon become an unreasonable agent of destruction and war. You can use your action to gain the following abilities for 10 minutes , you cannot gain them again until after a long rest
- you gain advantage on attack rolls made against creatures and other creatures get disadvantage when you force them to make a saving throw.
- Everything that isn’t you or worn by you within a 40ft radios takes 4d8 necrotic damage , if they are bellow half hit points they take 7d8 necrotic damage.
- When you use divine smite, increase the damage that creature takes by 3d8 and all other creatures within 30ft of the target of the divine smite take damage equal to the first creature took.
- When you are effected by a condition if two creatures without that condition are In 30ft of you, you can pass the condition to them and the creature that gave you the condition takes 4d6 fire damage.
- When you deal damage to another creature yo can choose two allied creatures and deal that damage to them to quadruple the damage the first creature Originally took then you can target another hostile creature and deal 4d8 fire damage to it
Previous Versions
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6/11/2023 9:43:52 AM
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