Base Class: Paladin
Be above all.
A Paladin who follows the Oath of The Resplendent pleads to no god nor ruler other than themself, carrying divinity not in scripture but in pure presence and grace. They have a tendency to look down on others, but overall what sets them apart from others is how they always put themselves and their thoughts above anyone else.
Tenets of Resplendence
- Recognize Yourself. Be true to yourself no matter what, as your being shall be supreme among others.
- Always Be Above. Never look up to other things, for your road shall be beaten and paved by yourself.
- See Through All. Recognize the flaws of all who are graced with your presence and always act according to your best judgement.
- Inspire Fear. Let your presence be unforgettable, dig the vision of you deep into anyone’s hearts.
Oath Spells
3rd Level Feat | Oath of The Resplendent
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | Bane, Ensnaring Strike |
| 5th | Silence, Suggestion |
| 9th | Enemies Abound, Fear |
| 13th | Arcane Eye, Grasping Vine |
| 17th | Dawn, Negative Energy Flood |
Channel Divinity: Spiral of Contempt
3rd Level Feat | Oath of The Resplendent
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Gaze of Contempt. As a bonus action, you focus your excruciating gaze, forcing all creatures of your choice within 60 feet who can see you to make a Wisdom saving throw. On a failed save, a creature is Frightened of you until the end of your next turn. While Frightened in this way, it cannot take reactions or ready actions. Additionally, you have advantage on ability checks to Grapple or Restrain creatures Frightened by this feature, and your weapon attacks deal extra damage to them equal to half your Paladin level (rounded down).
Creatures immune to being Frightened automatically succeed on this saving throw. Starting at 13th level, such creatures instead have advantage on the saving throw rather than automatically succeeding.
Inspire Awe. The way you walk, the flourishes you take when you swing your weapon - You are simply awe-inspiring, daybreaking and resplendent to the core. As a reaction to when you would reduce a creature to 0 hit points, prevent another creature from taking damage or land a Critical Hit you may perform an awe-inspiring flourish such as a special finishing move, a striking declaration or simply sweeping your hair back.
When you do so, all friendly creatures within 30-ft of you that can see or hear you feel reinvigorated, gaining a number of d6 in temporary hit points equal to half your Proficiency Modifier, rounded down. For each creature who gains this bonus you gain an Awesome Die. You may use these as a free action at the start of your turn to restore a number of d6 hit points equal to the amount of die spent or when you would deal damage to another creature, adding an additional d6 of the same damage type as the attack’s damage for each Awesome Die spent. The temporary hit points gained last until your next Short or Long Rest, where any remaining Awesome Die also vanishes.
Aura of Magnificence
7th Level Feat | Oath of The Resplendent
Starting at 7th level, your radiant charisma inspires awe in those near you. You and friendly creatures within 10 feet of you gain a bonus to Charisma saving throws and Charisma-based skill checks equal to your Charisma modifier (minimum +1).
In addition, whenever you hit with a weapon attack, you deal an extra 1d4 radiant damage if at least one other friendly creature is within your aura. This extra damage increases to 1d6 at 14th level and to 1d8 at 18th level.
At 18th level, the range of this aura increases to 30 feet.
Grasping Contempt, Crushing Awe
15th Level Feat | Oath of THE Resplendent
At 15th level, your contempt manifests as golden spectral hands that erupt from the earth to seize your foes. When you succesfully cause a creature to be Grappled or Immobilized, you can choose to summon this manifestation of your grandiosity. The target must succeed on a Strength saving throw or become Grasped until the end of your next turn, instead of being Grappled or Immobilized.
A Grasped creature suffers the following effects:
- A grasped creature’s speed becomes 0, and they can’t benefit from any bonus to its speed.
- Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
- The creature has disadvantage on Strength and Dexterity saving throws.
- The creature cannot restore hit points while grasped and suffers two of its hit die in bludgeoning damage at the start of their turns.
- If the grasped creature is reduced to 0 hit points during the condition, the hands holding it turn stony with golden cracks, and their body is instantly crushed into paste, rendering it impossible to revive the creature through any means lesser than the Resurrection spell or greater. Furthermore, you are magically healed by four of the creatures hit die’s worth of hit points as their blood cascades down.
You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a long rest.
All-Beholding Gaze
15th Level Feat | Oath of The Resplendent
Your eyes leave nothing untraced, even the dust beneath your feet should be graced with your acknowledgement - The realization of how low they are compared to you is burned into all you can see. As such, you cannot be Surprised and you always have a +5 modifier to your Passive Perception score.
Additionally, magical darkness and illusions do not obscure your perception unless the source is of 3rd level or higher.
Watcher of Scorn: Cascading Gaze of Awe Underneath Contempt
20th Level Feat | Oath of The Resplendent
Your ever watchful eyes are more than a weapon than whatever you may carry in your blood-soaked hands. Upon reaching 20th level, you may spend an action to harness the power of the Spiral of Contempt an embodiment of contempt at the world itself, gaining the following for one minute:
- You gain immunity against being Frightened, Charmed and Blinded.
- Whenever a creature within 30 feet of you fails a saving throw, misses an attack roll, or rolls a natural 1 on a skill check for the first time on a turn, you gain one Awesome Die (d8). You can have a maximum of 8 Awesome Dice at a time. All unused dice vanish only when you finish a long rest.
- You can now spend Awesome Dice to add to an ability check you make, before you roll.
- When a creature becomes Frightened within 30 feet of you, you can use your reaction to attempt to Grasp them. The target must succeed on a Strength saving throw or become Grasped as per your Grasping Contempt, Crushing Awe feature. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
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