Paladin
Base Class: Paladin

Paladins who take the oath of domination are driven by their raw emotions, such as hate, attachment, anger, love, and greed. They seek freedom from the shackles of society and oppression upon them. With a single-minded focus to dominate their enemies and further their own passions, they learn darker magic and force those who stand against them to bend to their victory. Those that take this oath aren't always necessarily evil, as often the attachment to one's loved ones and te desire to protect them at any cost can let them go down this path in life.

Tenets of Domination 

A paladin who seeks to dominate recites this oath to themselves often, to remind themselves of what they fight for and why they sought this path in the first place.

Passion.  Peace is a lie - let go of your inhibitions and embrace your passions. Turn your fear into anger and find your strength.
Power. Through strength alone will you have power, to stand up against any who would dare stand against you. Turn your anger into hate, and reject pain.
Victory. Break your chains through victory, and free yourself from the limitations put on you. Turn your hate into suffering, and destroy weakness.

Oath Spells

You gain certain spells at the Paladin levels listed in the Domination Spells table. See the Sacred Oath class feature for how Oath spells work.

Domination Spells

Paladin Level Spells
3rd Thunderwave, False Life
5th Hold Person, Detect Thoughts
9th Lightning Bolt, Slow
13th Freedom of Movement, Blight
17th Dominate Person, Wall of Force

 

Necrotic Smite

At 3rd level, you can choose to deal necrotic damage with your Divine Smite, instead of radiant damage. However, you must choose which of these damage types you are using before you use your Divine Smite, and you cannot change the damage type until the start of your next turn.

Channel Divinity

At 3rd level, you gain the following Channel Divinity options:

Sap Life. As an action, you can expend a use of your Channel Divinity to steal someone else's life to fuel your own. Choose one creature you can see within 60 ft. of you that isn't a Construct. That creature must make a Constitution saving throw - on a failure, that creature takes necrotic damage equal to your Paladin level + your Charisma modifier (minimum of 1), or half as much damage on a success. You regain hit points equal to the damage dealt.

Overwhelming Hate. As an action, your passion and hatred can overwhelm those that surround you and make them lose their force of personality. Each creature of your choice that you can see within 30 ft. of you must make a Charisma saving throw - on a failure, that creature becomes Frightened of you for 1 minute. A frightened creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

Aura of Menace

Starting at 7th level, you exude a menacing aura that protects you and your allies from those that stand against you. 

When an allied creature takes damage within 10 ft. of you, the damage is reduced by an amount equal to your Charisma modifier (minimum of 1 damage).

When you reach 18th level, the range of this aura increases to 30 ft.

Sustain Life

At 15th level, you can keep yourself conscious and cling to life when you would normally be dying.

Having 0 hit points doesn't knock you Unconscious. You must still make death saving throws as normal, and you suffer the normal effects of taking damage while at 0 hit points. You can still die by failing death saving throws.

Dark Avatar

When you reach 20th level, you have become a lord of darkness. 

As an action, you can shroud yourself with dark energy, which surrounds you for the next minute - you gain the following benefits:

  • You gain resistance to all damage.
  • Once on each of your turns, you can deal extra necrotic or radiant damage to one target when you damage it with an attack or spell. This extra damage equals your Paladin level.
  • Whenever you deal necrotic or radiant damage to a creature, you ignore the target's resistance to those damage types. If the target is immune to those damage types, you treat them as if they have resistance to necrotic or radiant damage instead.
  • You gain a flying speed of 30 ft., and can hover.

Once you use this feature, you cannot use it again until you finish a long rest, unless you expend a spell slot of 5th level to do so before then.

Comments

Posts Quoted:
Reply
Clear All Quotes