Paladin
Base Class: Paladin

Paladins who undertake this oath are conflicted between the powers of good and light and the entrancement of evil darkness. Those who have taken this oath often find themselves being occasionally forced to undertake either good or evil acts against their true alignment, the oath ensuring that the internal conflict and balance continue to test the faith of paladins taking this oath. These paladins are rarely trusted by those that know of their oath as they're unreliable and erratic due to its affects, this often forces the paladin to hide the true nature of this oath from the public and even those close to them.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

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.

Provoke Anguish - Your pain manifests as your eyes begin to glow red and your body becomes a shroud of darkness. As an action, for 1 minute whenever you kill a creature you absorb a portion of their life essence and regain the lowest available expended spell slot. You imbue your weapon with your suffering and your smite radiant damage is replaced with necrotic damage for the duration. In addition, your spells and attacks now deal an additional 1d8 of necrotic damage, this increases by 1d8 at 8th, 12th, 16th levels. At the end of this duration gain 2 points of exhaustion.

Inspire Solace - Your eyes begin to illuminate a bright blue and your body becomes a beacon of light and peace. As an action, for 1 minute you may chose any number of creatures you can see within 20ft. Each of those creatures must succeed on Charisma Saving throw DC (8+proficiency bonus+charisma modifier) or become charmed by you for the duration, they may repeat this saving through at the end of each of their turns. Your feelings of hope emanate to your allies and instills them with vigor, for the duration whenever a non-hostile creature regains hit points within sight of you, they regain an addition 1d8. This increased by 1d8 at 8th, 12th and 16th levels.

 

Aura of Confliction

Starting at 7th level, you constantly emanate a conflicting aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

Hostile creatures within your aura have disadvantage on all saving throws. 

At 18th level, the range of this aura increases to 30 feet.

Summoning Deeds

Starting at 15th level, the deeds you complete and the atrocities you commit bring forth the power to summon entities in correlation with the alignment of the acts. Whenever you kill a creature or force a creature to make a saving throw you're able to summon 1 celestial or fiend CR equal or less than half your paladin level (rounded down). The creature obeys all verbal commands you provide it and will not act if no commands are given. This feature cannot be used again until the summoned creature drops to zero hit points or are unsummed, action required.

Avatar of Righteous Sin

At 20th level, you gain the ability to harness the powers of both hope and despair, gaining the following benefits for 1 minute:

  • Your size increases by 1 category.
  • you gain a flying speed of 60ft
  • you gain immunity to necrotic and radiant damage.
  • When you use your action to restore hit points to a creature you may make 2 weapon attacks as a bonus action.

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

Previous Versions

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9/4/2019 9:04:44 AM
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