Base Class: Paladin
Sith-themed Paladin
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Sith Emperor Spells table. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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|
17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Blinding Fury. As an action, you channel pure rage through the force. For one minute, your Strength score increases by three, and you can use a reaction to halve the damage from an incoming attack. You gain temporary hit points equal to five times your Constitution modifier
Tormentor of Souls. As a bonus action, you engulf yourself in a shroud of hatred. For one minute, whenever you hit an enemy with an attack, it must succeed on a Wisdom save against your Spell Save DC or become Frightened until the end of its next turn. While frightened in this way, the creature must use its Action, Bonus Action, and Movement to get as far from you as possible.
Aura of Wrath
Starting at 7th level, you fill nearby creatures with pure bloodlust and hatred. While you’re not incapacitated, you and creatures of your choice within 10 feet of you score a critical hit on a natural 19 or 20.
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.
Corrupted Soul
At 15th level, you can call on the Dark Side as a reaction whenever a creature moves into or out of your reach. The creature takes 4d4 necrotic damage and must succeed on a Wisdom saving throw against your spell save DC or become Frightened of you. This damage is not halved by a successful save.
Master of Darkness
At 20th level, you learn to channel the spirits of past dark lords to temporarily become an examplar of the malevolence of the Sith. As an action, you embrace these villains of bygone ages to gain the following benefits:
- You have advantage on attack rolls and your walking speed is doubled
- Add your proficiency bonus to all attack and damage rolls, even if it is already added.
- You have advantage on saving throws to reduce damage.
- You gain Truesight and Tremorsense out to a range of 60 feet.
- You can cast the Telekinesis as a bonus action without expending a spell slot. When you cast it in this way, any Actions offered by the spell also become usable as Bonus Actions.
The effects of this feature end after a minute, if you become Incapacitated, or if you take 25 Radiant damage from a single source. When the effects end, your speed becomes zero until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
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