Paladin
Base Class: Paladin

The Oath of Might is a declaration of your superiority over anyone and anything that may attempt to defeat you in combat. These Paladins, often referred to as a Superior Knight or a Power Knight, will take any opportunity to prove their strength. Enemies are not considered hostiles in a traditional sense, but are often degraded to a metaphorical punching bag, nothing more than a pot of ink to be used to write a message to anyone who dares challenge you.

Paladins who swear this oath vary, though all share a love of combat and a desire to prove themselves as exceptional above the rest in a legitimate way. Some may be truly evil warriors who are determined to win the attention of the god, Tempus, through their strength. Others may be egomaniacal but otherwise good-natured combatants who simply relish a good fight -- so long as they're the one who wins.


 

Tenets of Might

The Tenets of Might vary depending on the alignment of the Paladin who has sworn it, but most share these tenets.

Prove Your Strength. I am the strongest, and I will never submit to those who believe they are stronger than I.

Fight With Honor. There is no pride to be taken in winning with underhanded tactics.

Level the Playing Field. If my opponent needs time to strengthen themselves, I will let them -- it only serves to further showcase my might.

Keep it Impersonal. I fight only to demonstrate my superiority. If my enemy surrenders, it is an admission of inferiority, and I have no need to kill them.

Never Back Down. Cowardice is not an option. If I am challenged to a fair fight, I must accept. 


 

 

Oath Spells

You gain Oath Spells at the Paladin levels listed.

PALADIN LEVEL

SPELLS

3rd

Detect Magic, Feather Fall 

5th

 Hold Person, See Invisibility

9th

 Dispel Magic, Fear

13th

 Compulsion, Freedom of Movement

17th

 Dominate Person, Hold Monster

 


 

Channel Divinity

When taking this Oath at 3rd level, you gain the following two Channel Divinity options.

Break the Weak. As a bonus action, choose a creature you can see within 30 feet. This enemy gains resistance to Piercing and Slashing Damage, but becomes vulnerable to Bludgeoning Damage, using your Channel Divinity. This lasts for 10 turns.

Show your Might. As an action, choose a creature you can see within 30 feet. On a failed DC15 Charisma save, they are inflicted with Inferior for 10 turns, using your Channel Divinity. If a creature is inflicted with Inferior, you can consume your Reaction and your Bonus Action to perform an extra attack against this creature. You can only perform an extra attack if the creature with Inferior was the target of your first attack. This extra attack does not require an action. 

Unaided Prowess

Starting at 3rd level, when performing an Unarmed Strike, you add your Strength Modifier an additional time. You are also able to cast Divine Smite, Searing Smite, Thunderous Smite, and Wrathful Smite when performing an Unarmed Strike, as if you were wielding a weapon. When you learn new Smite abilities, you are also able to cast them using your Unarmed Strikes in the same way. Casting a Smite still requires and consumes spell slots.

Whenever you are not wearing armor, your AC is equal to 8 + Your Strength Modifier + Your Constitution Modifier + Your Charisma Modifier.

Aura of Supremacy

Starting at 7th level, your might manifests itself into an aura of palpable superiority.

Within a 30 foot radius of yourself, enemies of an equal or lower level than you receive disadvantage on melee attack rolls. Enemies of a higher level than you receive -2 to melee attack rolls.

Allies within the radius can consume their Reaction and Bonus Action to perform an Extra Attack on an enemy with Inferior.

Preeminent Warrior

 

At level 20, as an action, your perceived might becomes your tangible might. For 1 hour:

  • All enemies within 300 feet gain Disadvantage and -3 to their Attack Rolls to anyone that isn't you.
  • Any enemies within your Aura of Supremacy become Inferior until they exit the aura, where it then lasts 10 turns.
  • Any enemy that misses an attack on you or an ally takes 3d8 Radiant Damage. If the missed attack is a melee attack against you, you can perform an Unarmed Strike in retaliation.
  • Your Strength and Charisma modifiers are added an extra time to your AC.

Once you use this feature, you can't use it again until you finish a long rest.

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