Paladin
Base Class: Paladin

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

These paladins share the following tenets:

  • Break the will of those who resist.

  • Rule with an Iron Fist.

  • Strength Above All.

Oath of Conquest Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Conquest Spells table, you thereafter always have the listed spells prepared.

Oath of Conquest Spells

Paladin Level Spells
3 Bane, Command
5 Hold Person, Spiritual Weapon
9 Bestow Curse, Fear
13 Dominate Beast, Stoneskin
17 Cloudkill, Dominate Person

Conquering Presence

As a Magic action, you can expend one use of your Channel Divinity to exude a terrifying presence. Each creature of your choice that you can see within 30 feet of yourself must succeed on a Wisdom saving throw or have the Frightened condition 1 minute. A Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

Aura of Conquest

By your mere presence your foes are frozen in fear. If a hostile creature has the Frightened condition, its Speed is reduced to 0 while in your Aura of Protection, and that creature takes Psychic damage equal to half your Paladin level if it starts its turn there.

Scornful Rebuke

Those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you do not have the Incapacitated condition.

Invincible Conqueror

You gain the ability to harness extraordinary martial prowess. As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Damage Resistance. You have resistance to all damage.

Extra Attack. When you take the Attack action on your turn, you can make one additional attack as part of that action.

Brutal Attacks. Your attack rolls with melee weapons and Unarmed Strikes can score a critical hit on a roll of 19 or 20 on the d20.

Invincible Conqueror

You gain the ability to harness extraordinary martial prowess. As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Damage Resistance. You have resistance to all damage.

Extra Attack. When you take the Attack action on your turn, you can make one additional attack as part of that action.

Brutal Attacks. Your attack rolls with melee weapons and Unarmed Strikes can score a critical hit on a roll of 19 or 20 on the d20.

Activate Invincible Conqueror

You gain the ability to harness extraordinary martial prowess. As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Damage Resistance. You have resistance to all damage.

Extra Attack. When you take the Attack action on your turn, you can make one additional attack as part of that action.

Brutal Attacks. Your attack rolls with melee weapons and Unarmed Strikes can score a critical hit on a roll of 19 or 20 on the d20.

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