Base Class: Paladin
The Oath of The Slayer is a solemn commitment to eviscerate anyone and anything in your path. When armies obstruct your ways, when a noble defies your will, when a thieves’ guild steals from you horde, when a dragon rampages through your bastion—at times like these, paladins arise and swear an Oath of Slaying to cause havoc upon those who oppose them.
Level 3: Oath of The Slayer Spell List
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of The Slayer Spells table, you thereafter always have the listed spells prepared.
You gain oath spells at the paladin levels listed below. See the Sacred Oath class feature for how oath spells work.
3rd Level. Ice Knife, Disguise Self
5th Level. Cloud of Daggers, Phantasmal Force
9th Level. Conjure Barrage, Phantom Steed
13th Level. Evard's Black Tentacles, Phantasmal Killer
17th Level. Conjure Volley, Creation
Let The Slaughter Begin
When you take the Attack action, you can expend one use of your Channel Divinity to brand nearby creatures with a sinister mark. Each creature of your choice that you can see within 30 feet of yourself becomes magically branded. You have advantage on attack rolls against those creatures for 1 minute or until you use this feature again.
Aura of Slaying
You and your allies gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1) while in your Aura of Protection.
Piercing Howl
Whenever a creature hits you with an attack, you can take a Reaction to psychically injure that creature with a mocking howl. The creature takes psychic damage equal to half your paladin level if it is within 30 feet of you.
The Slayer
As a Bonus Action, you transform into a large fiendish creature with razor-sharp claws. 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 every damage type except Necrotic, Psychic, and Radiant.
Natural Weapons. Each of your hands transforms into a claw, which you can use as a weapon if it's empty, dealing 2d6 magical slashing damage on a hit.
Monstrous Form. Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn't enough room for you to increase your size, your size doesn't change.
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