Base Class: Paladin
paladins who take this oath know that a door is just an obstacle in your path to destroying the darkness, like any wall or foe impeding your progress. a paladin in this oath also understands that there is only one good way to pass such an annoying obstacle: destroy it until there is nothing left!
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Burning Light- As an action, you can send out a 10ft diameter sphere of light to a point within 50ft of you. the sphere lasts for 1 minute or until dispelled as a bonus action. the orb also disappears if the user drops to 0 HP. all creatures that start their turn fully within the sphere or move fully into the sphere must make a CON saving throw (DC {{savedc:cha}}. on a failure, they take [roll]1d4[/roll] fire damage and are blinded until the light orb is gone, and automatically fail all other saving throws caused by this ability.
Explode the darkness- As an action, you can explode fiends, undead, or any evil creatures. Each fiend, undead, or evil creature 30 ft. must make a WIS saving throw (DC {{savedc:cha}}). On failure, it takes a number of d4s of force damage equal to half your paladin level, and is launched 10ft away from you and knocked prone.
Oath abilities
You gain oath abilities at the paladin levels listed. you regain 1/3 of your maximum ability slots (ROUNDED UP) in a short rest, and half of them in a long rest.
Oath of explosions abilities
| Paladin Level | abilities |
|---|---|
|
3rd |
slots: 4 (costs 2 slots) extra attack: costs 1 bonus action. use this when taking the attack action on your turn to use an additional attack. you can spend 6 additional slots to add a second additional attack. |
|
5th |
slots: 5 (costs 1 slot) trap: costs 1 bonus action. set a trap in one space within 5ft of you. if any creature other than you moves to that space, it and all creatures within a 5ft sphere must succeed on a DEX saving throw or take 1d10 force damage and become knocked prone. you can spend an additional slots to increase damage by 1d10 per slot to a maximum of 5d10, or change "knocked prone" to "become paralyzed until the end of your next turn" |
|
9th |
slots: 6 (costs 3 slots) explosive smite: when you hit a creature with a melee weapon attack, you can use this ability to cause an explosion around the target. the explosion is a 5ft sphere, and it also damages the user, however the user takes half damage. the explosion's damage is 3d8, plus 1d8 for each extra ability slot, to a maximum of 8d8. |
|
13th |
slots: 8
|
|
17th |
slots: 10 (costs 6 slots) destructive smite: 1 action. explosive smite: when you hit a creature or object with a melee weapon attack, you can use this ability to explode the target. the explosion's damage is 6d8, plus 1d8 for each extra ability slot, to a maximum of 10d8. targets that are not creatures take triple damage from this attack. |
Aura of Survival
Starting at 7th level, friendly creatures within 5 feet of you can’t be unconscious while you are conscious. they still make death saving throws, but are also able to move and take actions. however, they can still die while affected by this, and have disadvantage on attack rolls and saving throws other than death saving throws.
At 18th level, the range of this aura increases to 10 feet, and affected creatures do not have disadvantage because of this.
At 20th level, the range of this aura increases to 15 feet, and affected creatures have advantage on death saving throws.
The Power of Explosions
Beginning at 15th level, all melee attacks do an additional 1d6 fire damage. you also can choose to ignore this additional damage to gain advantage on an attack roll.
at 20th level, the damage increases to 1d10.
Burning Explosion
Once per long rest, as an action, you can force a target that you can see to make a CON saving throw. on a fail, the creature takes [roll]20d6[/roll] fire damage, and all creatures within 10ft of the target take half damage.
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