Base Class: Paladin
Those bound to this oath had gone through the trials and tribulations of the Hexblade teachings, whilst also staying true to the vows they made with their deity. Repelling against the demonic with holy energy, and condemning the fallen holy forces with the might of devils. Paladins hardened from battle and hardship are usual candidates for this path, as they try to seek a balance between the holy and the demonic sides of themselves.
Warriors of this oath tend to act of their own accord. Regardless of intentions, they still hold themselves to their own code and make prayers to whomever they decide, whether it be devil or deity. Even when far away from their homeland, these guardians still value protection of the innocent and imprisonment from the foul and cruel minded, even if it means doing a few immoral acts themselves. For most followers, they believe that this is the best way they can live their lives, even if they have a guilty conscience at the end of their road, at least they'll finish knowing they helped people be free for at least one more day. Not many Paladins follow this oath, mainly because there is few examples of Paladins who face such circumstances.
TENETS OF THE HEXWEAVER
Tenets of those sworn to the Oath of the Hexweaver are arduous yet versatile, solitary yet unifying. Paladins who value these tenets are usually nonchalant and casual, as well as willing to break a few rules to help those in need. As such, paladins are often of chaotic or neutral alignments. The tenets of these wanderers are plain and simple.
Self-Serving. You must first serve yourself before serving others.
Any Mean Necessary. Even if a god or devil is displeased with your actions, you will do whatever it takes to smite those who condemn the defenseless.
Honesty. You do not intend deceive anyone, you want to see people comforted by facts, rather than falsehoods. Whether they find peace or misery is not your decision to make.
Redemption. If possible, you'll give your enemies a second chance if you think they can be saved.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Hexweaver's Stigma.
As an action, you can use your Channel Divinity, choosing four creatures you can see within 90 feet of you. The targets are branded with a stigma of either a patron devil or deity of your followings, resulting in being cursed for 1 minute. The curse ends early if the targets die, you die, or you are incapacitated. Until the curse ends, you and friendly creatures gain a bonus to damage rolls on their first attack hit each turn made against the cursed targets. The bonus equals your proficiency bonus.
Luminous Reprise.
As a bonus action, you can use your Channel Divinity, choosing three friendly creatures within 60 feet of you. Those creatures are surrounded by twin shields of light or darkness that resemble your faith in a deity and/or patron, granting them a bonus to their AC equal to your Charisma modifier for 1 minute.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Hexweaver Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Vice
Starting at 7th level, you and friendly creatures within 10 feet of you gain a +1 bonus to attack and damage rolls.
At 18th level, the range of this aura increases to 30 feet.
Power of Vengeance
Beginning at 15th level, your melee attacks now teem with ethereal and phantasmic energy. Once on each of your turns, when you make a melee weapon attack or Unarmed Strike, hostile creatures within 10 feet of you must make a Wisdom saving throw. On a failed save, creatures take 4d8 Psychic damage and have their AC reduced by 2 until the start of your next turn. On a successful save, creatures take half as much damage and do not have their AC reduced.
Purged Vainglory
At 20th level, as a bonus action, you can emanate an aura that is both angelic and demonic, holy yet unholy, light with darkness. Whilst this aura is active you gain the following benefits for 10 minutes:
- You are immune to the effects of both holy and demonic influence, gaining immunity to both necrotic and radiant damage.
- You have no worries for sight as your eyes glow in the shadows, gaining darkvision of 300 feet.
- Once on each of your turns when you make a weapon attack and miss, you can reroll the die and must use the new roll.
- Your melee weapon attacks score a critical hit on a roll of 17-20.
Once you use this feature, you can’t use it again until you finish a long rest.
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