Base Class: Paladin
Paladins who take the Oath of the Iconoclast seek to change not just themselves, but also the world and people around them. An Iconoclast will frequently act on the reasoning to pose a challenge to the norm, to shock those around them: to promote change. Gods frequently shun these individuals, and their followers will most likely call them heretics. But even without this divine guidance, the divine power is somehow still granted to the Iconoclasts.
Tenets of the Iconoclast
Seeing as more often than not Iconoclasts are seen as heretics by any other creed, they take their repression to heart, embodying this feeling in their actions towards these people.
- Provoke. Make sure that you are always seeking to strike a powerful image, going against what they believe. Boldness is rewarded with purpose.
- Question. Never let their voices, as loud and many as they can be, silence your voice. You have to be heard, and you must bring out the truth they hide.
- Change. As with all things in life, it is necessary. One cannot improve if one does not embrace change.
- Challenge. Always go against them. Always be ready for a moment to fight. A moment to debate. A moment to break them. A moment to give them freedom.
Oath Spells
When you take this oath at third level, you gain access to the following spells. They are always prepared and do not count against your number of prepared spells.
|
Paladin Level |
Spells |
|
3rd |
Compelled Duel, Hex |
|
5th |
Mirror Image, Zone of Truth |
|
9th |
Enemies Abound, Spirit Shroud |
|
13th |
Shadow of Moil, Freedom of Movement |
|
17th |
Banishing Smite, Far Step |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Through the Looking Glass. As a bonus action, you gain true sight up to 30 ft. This bonus lasts for a number of rounds equal to your Charisma modifier, and while you have this true sight active, the damage you deal cannot be reduced.
Domination. As an action, you may force a creature within 60 ft. of you to make a Constitution saving throw. On a failure, they are incapacitated until the end of your next turn. On a success, they suffer no consequences.
Aura of the Heretic
At 7th level, your essence is so strong and bold to other beings that they suffer just by standing close enough to you. Whenever you or a friendly creature within 10 ft. of you takes damage from a creature within 10 ft of you, the attacker takes force damage equal to your Constitution modifier. The radius of this aura extends to 30 ft. at 18th level.
Out of the Ashes
At 15th level, whenever you succeed on a saving throw, you gain temporary hit points equal to half your Paladin level.
The Divine Wings of Tragedy
When you reach the 20th level, you become the ultimate symbol against oppression and tyranny, gaining the ability to back up whatever you may preach. As an action on your turn, you gain the following features for one minute:
- Dark and grim angel wings made of shadows sprout from your back, granting you a flight speed of 60 ft.
- Hostile creatures you hit on your turn take an additional 1d8 radiant damage.
- Your Aura of the Heretic's range is doubled and the force damage taken increases to 10.
After using this feature, you may only use it again after completing a long rest.
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