Paladin
Base Class: Paladin

The Oath of Deliverance is a grim but essential duty entrusted to Paladins who can bear its burden. When a Paladin has forsaken their oath for evil purpose, a hero has become blood-drunk and crazed, or an adventurer has lost themselves to malice and carnage, Paladins of the Oath of Deliverance are called upon to deliver unto them an end. To this point, Paladins who swear this Oath hone their minds and bodies to be particularly adept at taking out powerful targets one on one. Due to the nature of their targets, Paladins of this Oath are more clandestine than most; rather than proselytizing about honor or righteousness, they seek only to fulfill their duty whenever necessary. Many of these Paladins adorn themselves with iconography of carrion birds, and give their targets, however malign, the funerary rite of a Sky Burial, so that whatever goodness used to exist in them is returned to the world. This has caused many to refer to Deliverance Paladins as "Crows". 

Paladins who follow the Oath of Deliverance are ever vigilant in their role as justiciars, often establishing a network of informants and spies to compile information on the deeds of renowned adventurers. To a Crow, there is no honor in their bloody work, but they carry it out all the same because someone must.

A paladin who assumes the Oath of Deliverance swears to unflinchingly carry out their duty and deliver an end to those who have lost themselves.

Expertise. The threats you face are cunning, skilled, and powerful. Be ever alert of your target.

Duty. The end you deliver is itself a mercy; do not falter, no matter the deeds of the past. A hunter must hunt, and your target is your quarry.

Discipline. Your work is the consequence of a heart corrupted by savagery. See to it the abyss does not as well gaze into you. 

 

3rd - Hunter's Mark, Zephyr Strike
5th - Blur, Invisibility
9th - Haste, Counterspell
13th - Freedom of Movement, Shadow of Moil
17th - Immolation, Hold Monster

Level 3: Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

  • Instill Rage. You can use your Channel Divinity to draw the ire of your target. As an action, choose one creature you can see within 30 feet of you. For 1 minute, that creature must make a Wisdom Saving Throw with Disadvantage against your Spell Save DC to take any action or bonus action other than targeting you with an attack or spell. On a failed save, the creature must instead attack you with a spell or weapon attack. If it is unable, the creature cannot take any action. On a successful save, the creature can take the desired action.
  • Quickening. You can use your Channel Divinity to enhance your reflexes in the face of your target's assault. As a bonus action, select a creature you can see within 30 feet of you. For 1 minute, the target has disadvantage on attack rolls made against you, you have advantage on Dexterity Saving Throws made as a result of an effect caused by the target, and when the target hits you with an attack, you can use your reaction to move up to 15 feet without provoking opportunity attacks from them. 

Level 7: Hunter of Hunters

At 7th level, you have become adept at exploiting an opening in your target's assault. If a creature attempts to attack you and misses, you may use your reaction to make a melee attack against it. If this creature is under the effect of your Channel Divinity, this attack does not count against your number of reactions. 

Level 15: Rally

At 15th level, your will to carry out your duty invigorates you in the heat of battle. When you deal damage to a creature with a melee attack, you regain health equal to one roll of the damage die used. For example, when dealing 3d6 damage to a target, you regain 1d6 of health. If the creature is under the effect of your Channel Divinity, you instead regain hit points equal to half the total damage dealt.

Level 20: Bloody Crow

At 20th level, you have become a swift and lethal deliverer of death, the feathers of your garb slicked crimson and black from the bloody work you carry out.  

Using your bonus action, you align yourself to your purpose with augmented clarity and focus. For 1 minute, you gain the following effects:

  • Once per turn, against a target you have already hit with a weapon attack on this turn, your Extra Attack feature allows for two additional attacks instead of one. 
  • Whenever you cast a paladin spell that has a casting time of 1 action and targets a single creature, you can cast it using a bonus action instead.
  • If you kill a creature under the effect of your Channel Divinity, you can select a new target to transfer the effect to without expending an action. You must use the Channel Divinity effect you selected initially. 
Oath Of Deliverance Image

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