Paladin
Base Class: Paladin
Tenets of Plague

Though the exact words and strictures of the Oath of Plague vary, paladins of this oath share these tenets.
Mercilessness. When called to kill, kill. Let no relationships, biases, or bigotry stand in your way.
Discipline. Death on its own is pointless. Murder is a punishment, and must be used as part of a lesson.
Extremism. Always use the most potent form of action.
Punishment. The truly wicked must be purged. Let them suffer, but let the more innocent simply die.

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.

Infection - As an action, you can present your holy symbol and speak a prayer of ill omen. Choose 1 creature within 30 ft. of you. That creature must succeed on a Constitution saving throw against your spell save DC. On a failure, roll a d6. The creature suffers one of these effects for 1 minute:

1 The creature is blinded.
2 The creature is deafened, and has disadvantage on Wisdom checks while deafened in this way.
3 The creature is poisoned, and cannot regain hit points while poisoned in this way.
4 The creature is stunned.
5 The creature is poisoned, and takes 1d8 poison damage at the start of each of its turns while poisoned in this way.
6 The creature is frightened by you. While frightened in this way, the creature must spend its movement trying to move at least 30ft away from you and it can't willingly move to a space within 30 feet of you. If it moves within 30ft of you it must spend its movement to get away.

An affected creature can repeat the saving throws at the end of each of its turns, ending the effect on a success.

Plague's Test. You can use your Channel Divinity to create a radius 30ft cloud centered on you that forces everyone around you, ally and enemy alike, to make a constitution savings throw or else take 1d6 poison damage. on a success they take nothing. this ability deals 1d8 at lvl 5 and increases by 1d8 for every five levels after that 

Aura of Pestilence

Level 7: 

Starting at 7th level, you and friendly creatures within 10 ft. of you ignore condition immunities when affecting creatures with conditions, as long as those creatures are within the range of this aura. You are also resistant to poison and necrotic damage. If you were already resistant to either type, you become immune.

At 18th level, the range of this aura increases to 30 ft., and friendly creatures now share your resistance to poison and necrotic damage, but can't be immune as a result of being resistant beforehand.

Epidemic

Starting at 15th level, whenever you make a successful attack with Divine Smite (but not Improved Divine Smite's default damage), you can choose 1 creature within 60 ft. of you; that creature takes the radiant damage inflicted by Divine Smite as well. You can activate this feature a number of times equal to your Constitution modifier, regaining expended uses once you complete a long rest.

Invincible Conqueror

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

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