Base Class: Paladin
The Oath of the Executioner is an oath that is taken by those who must work as traveling executioners that hunt down high targets that act as enemies of their god. Gods send a divine message to a church to abduct a child at a young age to indoctrinate them into the service. These executioners, unlike other paladins, do not serve as elite soldiers in war. Rather, they take orders from the church to travel the world and kill efficiently and quickly. These are often the dark horses of churches, tasked to do dirty work that would soil the name of the god if brought to the public. So, to take up the Oath of the Executioner, one is often alone and receives marginal help from their church.
TENETS OF THE EXECUTIONER
Though the exact words and strictures of the Oath of The Executioner vary, paladins of this oath share these tenets.
Determination. I must see the death of my god's enemies to the end.
Purpose. I am not the judge, I am the executioner. If my god wills death, I must be the hand.
Duty. End the reign of my god's enemies. Do no unnecessary harm unless it interferes with my mission.
Dogmatic. If I do not end the life of my enemy, it was not done properly.
Merciful. If I feel like my enemy wants to turn a new leaf, I will plead to my god to remove them as a target.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Executioner's Wrath. As an action, you present your holy symbol and speak a prayer to inflict more damage to your enemies. You can now turn one resistance of your enemy null or make that creature vulnerable to one type of damage of your choice up to a number of rounds equal to your Charisma modifier.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Denial
Starting at 7th level, you and enemy creatures can not perform or use any abjuration spells that can protect, aid, or harm. When a creature enters the radius, the spell is nullified but upon leaving the aura, the spell becomes active again.
At 18th level, the range of this aura increases to 30 feet.
Resistance is Futile
Dealing with reluctant targets has taught you to strike them to cease their resistance. When an enemy one size, not two sizes larger than you, strikes you and their attack is below 10 + your Charisma modifier, you can use up Counter-Strike power to paralyze them for a number of rounds equal to your Charisma Modifier.
Divine Retribution
Using an entire turn, you can execute an enemy one size larger than you and kill them completely when you land a critical hit or when they only have 1/4 of their health left. To do this, you must take a point of exhaustion and finish your turn immediately.
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