Paladin
Base Class: Paladin

An Oath of the Doom Masters is a personal vow taken by the most martially adept of Beshaba’s faithful. These paladins are tasked with spreading fear of Lady Doom’s wrath across Faerûn. They are often multiclass rogue assassins who work as paladin enforcers for the church. Through their quests and actions, these paladins endeavor to inspire fear at the sound of Beshaba’s name. They are deliverers of dark justice upon those who don’t show proper respect for the Maid of Misfortune.

Tenets of the Doom Masters

A paladin of Beshaba must swear to revere and loyally serve the goddess in this life and the next. An Oath of the Doom Masters is personal for each paladin, but each shares these basic tenets:
Respect. Beshaba must be respected. She is a jealous god. Doom Master paladins are tasked with conveying proper respect for the goddess through their actions and words. They fulfill this obligation through intimidation and retribution.
Duty. Paladins of Beshaba are devout followers of the faith. Their lives are focused toward bringing about respect and fear of the goddess and dealing vengeance upon whoever has affronted her. They work tirelessly to achieve holy tasks and accept nothing short of total devotion.
Apathy. Paladins of this oath aren’t concerned about the difficulties and struggles of others. Doom is a given and a good life isn’t guaranteed. There is always death in the end for the weak and unfaithful. Those most loyal to Beshaba may be spared the worst of her wrath.
Fortitude. Being a Doom Master paladin is a difficult life. One must be strong of will to ascend through the ranks and earn a respectable place in the afterlife. These paladins cultivate their strengths while exploiting their enemies’ weaknesses.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. 

Bestow Misfortune. As an action, you present your holy symbol and force a creature that you can see within 30 feet to make a Wisdom saving throw. On a failed save, choose one of the creature’s ability scores; for 1 minute, the creature has disadvantage on ability checks and attack rolls with the chosen ability.

Vow of Doom. As an action, you announce the coming of a creature’s doom as you make a vow to deliver Beshaba’s wrath upon a creature you can see within 10 feet of you. For 1 minute, you have advantage on attack rolls against that creature, or until it drops to 0 hit points or falls unconscious.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells

3rd

bane, hex

5th

[Tooltip Not Found], [Tooltip Not Found]

9th

animate dead, bestow curse

13th

doomtide, [Tooltip Not Found]

17th

geas, [Tooltip Not Found]

Aura of Compounding Misfortune

Beginning at 7th level, you are connected to the negative energy of the multiverse through your divine connection to Beshaba. If an enemy within 10 feet of you fails a saving throw, it takes 1d8 necrotic damage. If the creature fails the saving throw by 5 or more, it takes 2d8 necrotic damage instead.
At 18th level, this aura’s radius increases to 30 feet.

Beshaba’s Boon

Starting at 15th level, you can roll 1d20 when a creature under the effect of your Vow of Doom makes an attack roll; you can choose which roll the creature uses for the attack.

Avatar of Doom

At 20th level, your physical features take on a more dreadful countenance and an aura of impending doom surrounds you. Using your action, you transform into one of Beshaba’s champions of doom; you gain the following benefits for 1 minute or until you use an action to end the transformation:

  • You can use your reaction to make an opportunity attack against an enemy that makes an attack within 5 feet of you. If the enemy misses the attack, you have advantage on your roll.
  • You emanate an aura of doom in a 30-foot radius. An enemy that starts its turn within the aura must make a Wisdom saving throw. On a failed save, it has disadvantage on ability checks, attack rolls, and saving throws until the start of its next turn. On a successful save, the creature isn’t affected that turn.

Once you use this feature you can’t use it again until you finish a long rest.

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