Base Class: Paladin
The Oath of Burdens Revolves around doing the tasks so the honorable do not have to. They will slaughter the infected village, they will assassinate a troublesome rebel leader, or king who is threatening instability.
Their lay on hands also works differently, causing harm to the user when cleansing a target
Level 3: Oath of burden Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Burden Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Protection from Evil and Good, Shield of Faith |
| 5 | Aid, Zone of Truth |
| 9 | Beacon of Hope, Dispel Magic |
| 13 | Freedom of Movement, Guardian of Faith |
| 17 | Commune, Flame Strike |
Level 3: Burden of Thought
When you take the Attack, you can expend one use of Channel Divinity to imbue a Melee weapon with divine energy. For 10 minutes, you add {{modifier:cha@min:1}} to attack rolls made with that weapon and each time you can cause it to deal its normal damage type, fire damage, or Radiant damage. The weapon also emits a Bright Light in a 20-ft.-radius and Dim Light 20 ft. beyond that.
Lawful and Chaotic creatures are vulnerable to this damage
You can end this effect early (no action required), and it ends early if you aren’t carrying the weapon.
Additionally this alters the Lay On Hand class feature. Instead of the standard pool, you have a pool of HP equal to 1/2 your HP +your Paladin level. When you use your Lay On Hands feature you lower your maximum HP equal to 1/2 the amount expended rounded up. You may also remove 5 HP from the pool to remove a negative status effect as though you had cast the Lesser Restoration Spell. You then take on the status effect yourself for the remainder of the duration of the effect. If additional saving throws may be attempted you may attempt them but there is no saving throw when you accept the negative effect.
Level 7: Aura of Burdens
While in your aura of protection allies are immune to effects that would slow them. When they enter your Aura or when they start their turn in your Aura, enemies in your Aura must make a charisma saving throw equal to your spell save DC or they suffer the following: your aura counts as difficult terrain, and any Bonus Action now becomes a Full Action.
Level 15: Leaded Smite
Your magical smite can now turn an enemy to solid metal. Whenever you cast Divine Smite, the the target must make a charisma save equal to your spell save DC, on a fail their move speed drops to 0 and they begin to turn to lead. If they failed, on their next turn they must make an additional charisma save or be turned to solid metal and becoming petrified. On a successful charisma save the target may move at 1/2 move speed and takes 2d6 force damage.
Level 20: Shoulders of Atlas
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting 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).
Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.
Crushing Wieght. Whenever an enemy starts its turn in the aura, that creature takes Force damage equal to your Charisma modifier plus your Proficiency Bonus.
Sunlight. The aura is filled with Bright Light that is sunlight.
While this mode is active, you may lift and carry weight equal to 5× your normal anount
Shoulders of Atlas
As a Bonus Action, you can imbue your Aura of Burdens with holy power, granting 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).
Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.
Crushing Weight. Whenever an enemy starts its turn in the aura, that creature takes Force damage equal to your Charisma modifier plus your Proficiency Bonus.
Sunlight. The aura is filled with Bright Light that is sunlight.
Shoulders of Atlas
While your Aura of Protection is infused with holy power, it grants the following benefits:
Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.
Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.
Sunlight. The aura is filled with Bright Light that is sunlight.







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