Base Class: Paladin
Dreaded for their mercilessness and cruelty, Paladins of the Bleak Walkers believe that extreme brutality in warfare brings conflict to a swift close.
*( This subclass is based on a mod for Baldur's Gate 3 called "Oath of the Bleak Walkers Paladin subclass" by havsglimt.)
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Bleak Walkers Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Conquest Spells
| PALADIN LEVEL | SPELLS |
|---|---|
| 3rd | inflict wounds, command |
| 5th | hold person, darkness |
| 9th | bestow curse, fear |
| 13th | phantasmal killer, blight |
| 17th | flame strike, dominate person |
Channel Oath
When you take this oath at 3rd level, you gain the following two Channel Oath options. See the Sacred Oath class feature for how Channel Oath works.
No Quarter. You can use your Channel Oath to charge headfirst into the fray. As an action, spend 20ft of your movement to charge at the enemy dealing your weapon damage to a single target and forcing it and enemies within 10ft to make a Strength saving throw. On a failed save, a target will be knocked back 5ft and fall prone.
The Black Path. You can use your Channel Oath to strike fear into the hearts of your enemies. As an action, when you channel that oath, whenever you defeat an enemy, enemies within 10ft of you must succeed a Wisdom saving throw or become frightened until the end of their next turn. Furthermore, when standing within 5ft of a corpse, all damage you take is reduced by an amount equal to your proficiency bonus. Lasts until long rest.
Black Flames. As a bonus action, wreathe your weapon in bleak, black flames, causing your next attack to deal additional 1d10 Fire damage and 1d10 Necrotic damage, as well as imposing disadvantage on Constitution saving throws on a target. If you have advantage on the attack roll, this damage is maximised. The flames last for 1 minute or until you hit a target.
Aura of Zeal
Starting at 7th level, you constantly emanate an aura of unnatural zeal while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If an ally is within 10ft of you they can crit on a roll 1 lower than usual (if they can deal critical damage only on a 20, they can deal critical damage on 19 inside the aura. If they can normally deal critical damage on for example 18, they can deal critical damage on 17 inside the aura).
At 18th level, the range of this aura increases to 30 feet.
Remember Rakhan Field
Starting at 15th level, your zeal burns with increased fervor. The damage of your Black Flames feature increases to 2d10 fire and 2d10 necrotic damage. In addition you cause the flames to cling to and eat away at the hit target, dealing 1d10 necrotic damage for 3 rounds at the end of your turn.
Avatar of Bleak War
At 20th level, you gain the ability to embody the full might of the Bleak Walkers. As an action, you can magically become an avatar of Bleak War, gaining the following benefits for 1 minute:
- You have resistance to slashing, bludgeoning and piercing damage.
- Your melee attacks deal additional 1d10 necrotic damage.
- Enemies starting their turn in your melee range must succeed a Wisdom saving throw or become frightened until the end of their next turn.
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
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