Paladin
Base Class: Paladin

(All credit goes to The Undertomes)

The Oath of Lordship is one rarely taken, and those who dare do it lightly simply do not make it out alive. To be a lord one must know how to answer the fundamental questions of what a World needs, and how to deliver results in that pursuit, commanding their fellows with a strong conviction for all, no matter the cost, also
following these principles:

Tenets of Lordship.

Lead With Justice. Be fair towards those you judge, weighing all they may have done and what they still have to contribute.
Show Your Power. Reject no duel, never be happy in the back-seat of a fight; Instead be headstrong in your
pursuits, no matter how violent they might be.
Be Brazen and Undaunted. No matter what tactics you may employ, know that to truly be a Lord you must not fear exposing yourself and your truths.
Share Knowledge. Others must understand the grandiosity of your pursuits, so they as well may one day reach enlightenment.

Rupture and Specialized Spells

Rupture
A creature suffering from the Rupture condition takes extra dice of damage whenever they're attacked equal to half their stacks of Rupture, rounded up. The additional damage die depend on the attacking creature’s Proficiency Bonus, being d4 at +2 Bonus, d6 at +3 Bonus, d8 at +4 Bonus, d10 at +5 Bonus and above.
Once an attack successfully hits and the condition is triggered, they lose all of their stacks of Rupture and the condition ends.

Ex: If a creature suffering from 5 would suffer a hit from a creature with a +4 Proficiency Bonus, they would take an additional 4d8 damage.

(You can search for Shattering Smite and Bloodbath for a Throne by vglade213 for the spells listed here)

Shattering Smite
Ist-Level Evocation
Casting Time: 1 bonus action
Range: Self
Components: V.S
Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon is enveloped by your very own aura, causing it to ripple against any surface-creating cracks and fissures with ease. On your next hit you deal an additional 2d4 thunder damage and 2 Rupture counts.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the thunder damage dealt by the attack increases by 1d4 and you deal an additional count of Rupture for each slot level above 1st.
Classes: Paladin

Bloodbath for a Throne
3rd-Level Evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon nearly shatters on your grip as pure divine power flows through it, causing you to deal an additional 2d8 radiant damage on a hit and forcing all hostile creatures within 10-ft of the initial hit target to pass a Constitution Saving Throw or take the same amount of damage. For any creature that is killed or knocked Unconscious from this damage, all hostile creatures within range suffer an additional 2d8 radiant damage and then are inflicted with 4 Rupture count, as the space around you crackles and breaks.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radiant damage dealt by all effects increases by 1d8 and you deal an additional 2 counts of Rupture for each slot level above 1st.

Classes: Paladin

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

I Carve The Path of a Lord. As an action, you can use your Channel Divinity to prepare a grand attack while being assisted by a friendly creature within 60-ft of yourself. You perform a melee weapon attack against a target creature within reach and deal your weapon's damage die plus a number of d8 radiant damage equal to your Proficiency Bonus. Immediately after, one friendly creature of your choice within range performs a Melee or Ranged attack against the same creature with Advantage, regardless if you miss or hit. The friendly creature you chose may also choose to cast a spell against the same target, for a Spell Level equaling half their highest Spell Slot Level known, rounded down. (Ex: A Wizard with access to 5th Level Spell Slots may only cast up to a 2nd Level Spell, or only Cantrips if they only know up to 1st Level Spell Slots.)

The Lord of All Beasts. As a bonus action, you can use your Channel Divinity to augment your and your fellows' resolve toward a shared goal, granting you and a number of willing creatures within 30-ft of you equaling your Proficiency Bonus an additional modifier to their Skill Checks for the next minute or until you are knocked Unconscious. This bonus is equal to half your Proficiency Modifier, rounded down.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancients Spells
Paladin Level Spells

3rd

Guiding Bolt, Sanctuary

5th

See Invisibility, Silence

9th

Beacon of a Hope, Intellect Fortress

13th

Dominate Beast, Freedom of Movement

17th

Conjure Volley, Wall of Force

Aura of a Lord

Beginning at 7th level, your pure, unadulterated presence forms into a magical aura that expands around you as you breathe, bolstering your allies’ resolve in unique ways. A friendly creature within 10-ft of you gains one of the following benefits according to their class:

Classes

Effect

Artificer

The Artificer gains an additional modifier equal to half your Proficiency Bonus to any Tool related Skill Check, rounded down.

Barbarian

The Barbarian has an 1d4 reduction to any damage they take while within the Aura.

Bard

Whenever a creature would benefit from the Bard’s bardic Inspiration die, they also gain an additional 1d4 bonus modifier.

Cleric

As long as the Cleric or a creature they are targeting are within your Aura, the Cleric’s spells either deal an additional 1d6 necrotic damage on a hit or failed Saving Throw or heal for an additional 1d6 hit points when healing another creature.

Druid

The Druid gains two rolls of your Divine Smite die as Temporary Hit Points when they enter Wildshape. Those last until they are reduced to 0 or the Druid leaves Wildshape.

Fighter

The Fighter is healed by an additional amount equal to two rolls of your Divine Smite die when they use Second Wind.

Monk

The Monk may use an additional Unarmed Attack during their Flurry of Blows.

Paladin

The Paladin gains an additional Divine Smite damage die.

Ranger

The Ranger deals an additional d6 radiant damage against their Favored Foe.

Rogue

The Rogue gains one additional Sneak Attack damage die.

Sorcerer

The Sorcerer has advantage on their Magical Guidance re-rolls. Furthermore, they may re-roll Saving Throws when using this feature while within your aura.

Wizard

The Wizard’s spells are upcast to be one level higher (If able) if you spend one of your spell slots to empower theirs, doing so when they would cast a spell but you don’t spend a Reaction to do so.

Warlock – Blade

The Warlock has a bonus modifier to hit creatures as long as either are within your Aura while wielding their Pact Weapon. This bonus equals half your Proficiency Bonus, rounded down.

Warlock – Chain

The Pact Familiar may perform an attack without the Warlock needing to sacrifice one of their own attacks to do so, provided that either the Warlock or Familiar are within your Aura.

Warlock – Talisman

The Warlock gains an additional bonus to their Talisman re-rolls equal to half your Proficiency Bonus, rounded down.

Warlock – Tome

The Warlock gains a bonus to hit creatures while they or the target are within your Aura. This bonus equals half your Proficiency Bonus, rounded down.

 

If a creature within your aura doesn’t have a class, it benefits to the closest fitting effect as per your DM’s choice, and unless the DM decides so, summoned creatures do not gain any benefit from this.

Furthermore, you may spend your Reaction in the following situations to directly order and advise friendly creatures within the aura:

  • Lordsguard. As long as a creature has another friendly creature within 5-ft of them and either is targeted by an attack, you may spend your Reaction to give one of them an Assist Order. When you do so, the creature defends the other as best they can, imposing Disadvantage on the attacking creature’s attacks until the end of their turn. When your Aura is upgraded, you also grant the target a bonus modifier to their AC that equals half your Proficiency Bonus, rounded down. This lasts start of the defended creature’s turn.

  • Exalted Command. As long as a creature is able to hear you, you may spend your reaction when they would perform an attack, but before rolling, to order them to perform an Exalted Attack instead. When they do so, they add half your Charisma Modifier to hit and on a hit, deal half your Divine Smite’s damage die of Divine Damage, rounded down.



Lone Stand on The Crimson Garden

 The struggles of battle and scars of many past events have shaped your road, yet through it all you remain with your head held high and proud. As such, it is much harder for you to fall than most, only becoming a tougher opponent as a fight goes on: Starting at 1th level, you deal an additional 1d8 divine damage on your melee attack and spell attack hits for each 20 Maximum Hit Points you have missing from your total. Furthermore, once per month you may instantly revive yourself when you would die, healing half your Maximum Hit Points and ending any Conditions on yourself. If you do so outside of combat or after it ends you instantly suffer 5 points of Exhaustion after reviving, as crystallized blood sprouts around your limbs like the scales of a dragon from the sudden manifestation of your power.

Absolute Path of Paved Ambitions

You have become the splitting image of a powerful Lord, leading on your fellows in battle with unparalleled might and shaping the world to your vision. You gain the following benefits:

  • The reach of your Aura of a Lord increases by 5-ft at the end of your turn if you have not moved from the space you started your turn in. Furthermore, you gain Advantage on Strength Saving Throws and Skill Checks against being moved while your Aura has increased reach. Your Aura of a Lord may increase in this way for a maximum reach of 60-ft and resets when you move or are moved.

  • Whenever a creature you can see is killed or knocked Unconscious within 60-ft of you, you gain an additional use of your Reaction until the start of your next turn.

Oath Of Lordship Image

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