Base Class: Paladin
Those that take on the Oath of Annihilation swear to ensure that the progression of entropy is maintained in the world. They are often feared, as they are seen as harbingers to disaster, destruction, and difficult times.
The tenets of the Oath of Annihilation are as follows:
All Things End: Never get too attached. Everything dies, and people and places will vanish before you.
Always Forward: Do not hold on to the pain of the past. All that remains is the future.
Nothing Is Sacred: Annihilation is all that matters. Destruction is often a means to an end.
Oath of Annihilation Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Annihilation Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Bane, Dissonant Whispers |
| 5 | Hold Person, Silence |
| 9 | Fear, Slow |
| 13 | Blight, Shadow of Moil |
| 17 | Dominate Person, Negative Energy Flood |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Wailing Souls. As an action, you make a circle in the air with your holy symbol and open a portal to a realm of tormented souls. The hole is 20 feet in radius, and you can summon it up to 60 feet away. Screaming withered corpses reach outward through the rift, desperately clawing and swiping blindly outward in hatred and pain.
All creatures in the rift must make a Strength save against your spell casting DC or become inundated with the frenzied mindless husks, rendered restrained and prone.
When a creature starts their turn in the rift, they take psychic damage equal to your Proficiency bonus as the screeches of madness become overwhelming. A creature may repeat their Strength save to attempt to break free of the grasping ghouls.
Annihilate. As an action, sacrifice and roll any number of hit dice from your hit dice pool(s). You point your holy symbol towards a creature you can see within 60 feet of you. The creature's veins turn a deep purple to black and press against the skin, their breathing becomes labored, and black blood pools and drips from their eyes, ears, nose, and mouth.
The creature must make a Constitution save against your spell casting DC. On a failure, the target loses hit points equal to the total number rolled from all sacrificed hit dice plus three times your Paladin level.
Condemnation
At 7th level, a Paladin that takes the Oath of Annihilation is the judge, jury, and most notably, the executioner. As an action, you may Condemn a creature you can see within 30 feet of you to death. The creature must make a Charisma saving throw against your spell casting DC or become Condemned for 1 minute.
A Condemned creature cannot restore hit points and they gain a vulnerability to the last damage type they received. You may only have one creature Condemned at a time and you may use this feature a number of times equal to half your Proficiency bonus per long rest.
Inescapable Fate
All is dust, all things end, and you are what brings that end. Annihilation is absolute. At 15th level, it is agonizing for a Condemned creature to flee from you; Whenever a Condemned creature moves at least 5 feet away from you in a turn, they take 2d6 psychic damage per 5 feet moved. (You moving away does not cause this damage to occur).
Additionally, you have learned to bring down the terrible power of Annihilation within your divine smites. Your smites now deliver a pillar of pure darkness crashing down with tremendous force. When you use your Divine Smite, all other creatures within 5 feet of the original target take necrotic damage equal to half the damage dealt from the smite.
Endbringer
At 20th level, you are an agent of the end times. You bring Annihilation to the peons that you crush underfoot. Your judgement is swift, and absolute. At the start of each of their turns, a Condemned creature must make a Constitution save against your spell casting DC or fall dead, and crumble to dust.
You now have no limit to the number of creature you can have Condemned at any time, and when a creature ends its turn within 10 feet of you, you may have it make a Charisma save against your spell casting DC or become Condemned for 1 minute.
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Posted Jan 23, 2026awesome.