Base Class: Paladin
Paladins who swear the Oath of the God Slayer dedicate their lives to hunting down and destroying powerful divine entities. Fueled by vengeance, conviction, or the need to protect the mortal realm, these paladins view deities—whether celestial, fiendish, or eldritch—as threats to the balance of life. They believe that no being, no matter how powerful or sacred, should be above the laws of mortality. In their eyes, gods are simply beings with too much power, and it is their divine mandate to rid the world of these cosmic tyrants.
These paladins often rise from the ranks of those who have suffered at the hands of gods or their agents, swearing to never again allow the divine to trample on the innocent. Whether driven by the death of a loved one at the hands of a deity’s will, a divine curse, or the sense that the divine powers interfere too often with mortal lives, the Oath of the God Slayer attracts those who are fearless in the face of divine wrath.
Tenets of the God Slayer
Paladins who take the Oath of the God Slayer uphold the following tenets:
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Divinity is not invincible. No being, regardless of their celestial status, is above mortal reckoning. If a god causes harm, they will be held accountable.
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Mercy is for mortals. Gods have eternal life and boundless power—there is no room for mercy when a deity threatens the lives of those you protect.
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Vengeance is righteous. Those who have been wronged by the gods or their agents shall be avenged, regardless of the cost.
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Protect the weak from divine tyranny. It is the paladin's responsibility to ensure that the gods do not overstep their bounds, especially where mortals suffer.
Level 3: Oath of the God Slayer – Spell List
| Paladin Level | Spells |
|---|
| 3rd | Hunter’s Mark, Divine Favor |
| 5th | Magic Weapon, Silence |
| 9th | Dispel Magic, Counterspell |
| 13th | Freedom of Movement, Banishment |
| 17th | Flame Strike, Dispel Evil and Good |
Level 3: Divine Bane (Channel Divinity)
At 3rd level, you gain two Channel Divinity options that empower you to strike down divine beings and their followers.
1. Smite the Divine
As a bonus action, you can use your Channel Divinity to mark a creature you can see within 30 feet. Until the end of your next turn, your weapon attacks against that creature ignore resistance and immunity to nonmagical damage, and if the creature is a celestial, fiend, or cleric/paladin, it takes extra radiant or necrotic damage (your choice) equal to your Paladin level.
2. Sever the Faithful
As an action, you present your holy symbol and force all creatures of your choice within 30 feet that can hear you to make a Wisdom saving throw (DC = your spell save DC). Any creature that relies on divine magic (clerics, paladins, celestials, and fiends) has disadvantage on this save. On a failure, they lose access to any spells or magical abilities granted by a deity for 1 minute or until they leave your aura’s range.
Level 7: Aura of Defiance
At 7th level, your very presence disrupts divine influence and strengthens those who stand against the gods. You and allies within 10 feet of you gain the following benefits:
- Divine Resistance: You gain resistance to radiant and necrotic damage.
- Faithless Will: You and allies have advantage on saving throws against divine magic, including spells cast by clerics, paladins, celestials, and fiends.
- Shattered Chains: If you or an ally within your aura is affected by a spell or ability that would charm, frighten, or magically restrain them, they can immediately make another saving throw to end the effect.
At 18th level, the range of this aura increases to 30 feet.
Level 15: God's Wrath Denied
At 15th level, your defiance of divine power reaches its peak, allowing you to turn the gods' own might against them. You gain the following benefits:
- Divine Rejection: You are immune to radiant and necrotic damage from spells or abilities cast by clerics, paladins, celestials, and fiends.
- Turn the Divine: When you succeed on a saving throw against a divine spell or ability (such as Holy Smite, Flame Strike, or a celestial’s innate magic), you can use your reaction to reflect a portion of that power. The caster takes force damage equal to your Paladin level, and if the spell required concentration, they must make a Constitution saving throw against your spell save DC or lose concentration.
- Defier’s Resurgence: When you reduce a celestial, fiend, or divine spellcaster to 0 hit points, you regain hit points equal to your Charisma modifier + half your Paladin level (minimum of 1).
Level 20: Divine Killer
At Level 20, you gain the ability to challenge even the mightiest of gods themselves.
Divine Reckoning. As an action you can consume two channel Divinity points to enter your God killer form. wall in this form even when wearing armor you can add your charisma modifier to your AC. you also add your charisma and strength modifier to weapons instead of dexterity. In addition you get Divine Blast as an action. And you get wings of the Gods
Divine Blast
As an action, you can call upon the full fury of your oath to strike down a divine being. Choose one creature that is of a celestial, fiendish, or divine nature within 60 feet of you. The target must make a Constitution saving throw against your Paladin spell save DC. On a failed save, the creature takes 10d10 radiant damage and is stunned for 1 minute. On a successful save, the creature takes half as much damage and is not stunned.
Once you use this feature, you cannot use it again until you finish a long rest.
Additionally, while using Divine Blast, all your weapon attacks count as magical and deal an extra 2d10 radiant damage to any divine, celestial, or fiendish creatures for the duration of the encounter.
Wings of the Gods. When you're in your God killer form you have a flying speed equal to Triple your walking speed
Previous Versions
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3/9/2025 7:31:39 PM
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