Paladin
Base Class: Paladin

Where other paladins bind themselves to ideals of justice, compassion, or honor, those who swear the Oath of Hate walk a darker path. Their vows are born not from hope, but from scars—grudges that never faded, injustices that never healed. These paladins wield fury as a weapon sharper than steel.

They do not preach. They do not forgive. Their strength is found in rage refined into focus, in bitterness hardened into will. To follow this oath is to burn so hot with hatred that the fire consumes everything before it—foe and, often, self.

Most see them as villains, but some walk this road not out of malice, but as a shield for others—shouldering hatred so that those they protect never need to know it. 

An Oath of Hate paladin may look like a cursed rider—wreathed in spectral flames, their face a skull-like visage of judgment. They stride the battlefield as avatars of fury, punishing all who stand in their way.

Where others call on gods, these paladins fuel their miracles with one thing alone: rage that never cools.

Level 3: Avatar of Hate

When the Oath of Hate paladin unleashes their full fury, their mortal form cracks and burns away, revealing the curse beneath. Flesh sloughs to ash, leaving only a blazing skull crowned in black fire. Spectral chains coil around their limbs, dragging behind them with a sound like grinding iron. Their very presence warps the air—heat ripples outward, and shadows crawl unnaturally close.

In this form, every swing of their weapon trails fire and hatred, and every fallen foe stokes their blaze higher. To onlookers, it is as though vengeance itself has taken shape—a rider of flame and fury, impossible to reason with, unstoppable until nothing remains but silence and smoke.

 
   

 

Level 3: Sacred Weapon

When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.

The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.

You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.

Level 7: Aura of Devotion

You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.

Level 15: Smite of Protection

Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.

Level 20: Holy Nimbus

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.

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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