Base Class: Paladin
Cries echoed through the corridors. But the wails of the dying were deafeningly quiet compared to one set of footsteps. *Thump* *Thump*... Another cry stopped. *Thump* *Thump*... Another wall torn down. *Thump* *Thump* One last prayer was whispered.
The Oath of Destruction is made by the rare few that desire the destruction of everything that does not align with their beliefs, or gods forbid is opposed to them. Often called Disaster Knights or simply Rubble-makers these paladins travel the lands in the search of Shrines and temples that they can bring to the ground. Many that swear this oath are aligned with chaotic deities but few act for lawful and good ones on a crusade to destroy the dens of devil worshipers and cultists.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Enhanced Destruction. You can use your Channel Divinity to increase your weapons destructive power. For one minute any objects not being worn or carried as well as creatures made of inorganic material such as stone, crystal, or metal take an additional weapon dice of damage from this weapon.
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. - Wrecking Ball. You can use your Channel Divinity to make yourself an nigh unstoppable force. You charge forward 15 feet or until you are stopped dealing 2d8 bludgeoning damage to any creature in your path and breaking through one wall in your way. A wall will stop you if it is thicker than 1/2 inch of metal, 1 inch of stone 3 inches of wood or 6 inches of dirt. Creatures hit by this have disadvantage on opportunity attacks against you during the charge.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Destruction Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
Burning Hands, Earth Tremor |
|
5th |
Shatter, Scorching Ray |
|
9th |
Erupting Earth, Dispel Magic |
|
13th |
Stone Shape, Fire Shield |
|
17th |
Destructive Wave, Conjure Elemental |
Ring of Destruction
Starting at 7th level, whenever you hit an attack you can use your reaction to unleash the destructive will of your deity causing all creatures except you and objects that are not being worn or carried in a 15 foot radius centered on the hit object or creature to take damage equal to your charisma modifier (minimum of 1).
At 18th level, the range of this ability is increased to 30 feet and you may exclude a number of creatures or object from its effects up to your charisma modifier (minimum of one creature).
Crush, not be Crushed
Beginning at 15th level, you have advantage on saves and checks that prevent you from being knocked prone, grappled, restrained or stunned.
Additionally you ignore resistances of objects you are attacking using a weapon attack.
Walking Disaster
At 20th level, as an action, you unleash your full destructive force. Creating a 15 foot radius around you.
- You instantly cause all creatures in the radius to make a Strength Saving Throw equal to your Spell Save DC. On a failed save they take 3d10 force damage and are knocked prone.
- For 1 minute the area around you is shaken by violent tremors and gravity fluctuations causing all prone creatures within the radius to have to succeed on a Strength Saving Throw equal to your Spell Save DC, in order to get up
- For 1 minute all objects not being worn or carried and creatures made of inorganic material such as stone, crystal, or metal in the radius take force damage equal to your Charisma modifier (minimum of 1)
Once you use this feature, you can’t use it again until you finish a long rest.
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