Paladin
Base Class: Paladin

The Oath of Chaos binds a paladin to the rules of chaos, a sometimes cruel paradox. These paladins seek to remove law or uphold the balance between chaos and order. They are not afraid of change, and use surprise as a very powerful tool. Many who swear this oath are devoted to gods of chaos and trickery and use their gods’ tenets as the measure of their devotion. While they do seek to spread chaos, not all paladins of chaos believe that demons are a good source of it. They often use imagery of Limbo, the Abyss, or intense storms, depictions of chaos in the material plane.

Channel Divinity

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

Chaotic Weapon. As an action, you can imbue one weapon that you can see with chaotic energy. For 1 minute, the weapon is considered magical. When the weapon hits a target, you can choose to make the weapon activate chaos. If you do, roll a d6, and do the following:
1- The target must make a Wisdom saving throw against your Paladin spell save. If they fail, they must immediately use their reaction to use their full movement away from the attacker. This movement does not provoke attacks of opportunity.
2- The target of the attack must make a Strength saving throw against your Paladin spell save DC or be knocked prone
3- The target of the attack takes 1d6 fire damage and the weapon emits dim red light for 20 feet.
4- The wielder of the weapon gains 1d6 temporary hit points and is wreathed in smoke.
5- The wielder of the weapon regains hit points equal to half the damage done (rounded down).
6- The weapon chaos bolt on a random creature hostile to the wielder that is within range.

You can end this effect on your turn as part of any other action. If the weapon is no longer being carries, or if you fall unconscious.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Deviation

Starting at 7th level, hostile creatures within 10 feet of you have disadvantage on saving throws against spells that don't do damage.

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

Chaotic Tendency

Beginning at 15th level, when you or an ally you can see are charmed, frightened, or stunned. You can attempt transfer that condition to another creature, provided that the target creature is not immune to the condition, and is not the source of the charm or fear. The target of the transfer, if unwilling, must make a Wisdom saving throw against your Paladin spell save DC or have the condition applied to them. You can use this feature a number of times equal to your charisma modifier, minimum of once.

Bulwark of Chaos

At 20th level, as an action, you can emanate an aura of chaos For 1 minute, storm clouds spread out from you in a 30-foot radius, with your choice of steam, smoke, or mist spreading an additional 30 feet beyond that (you choose upon using this feature). The full 60 foot radius is lightly obscured.

Whenever an enemy creature is in the storm clouds, the creatures of your choice are vulnerable to lightning damage if it is not already immune to it. If you chose steam, creatures of your choice within your aura of you are vulnerable to fire damage if they are not already immune. If you chose mist, creatures of your choice within your aura are vulnerable to fire damage if they are not already immune. If you chose smoke, creatures of your choice within your aura have disadvantage on dexterity saving throw and ranged attack rolls into the smoke.

In addition, for the duration, when a lawful creature misses an attack within 60 feet of you, you can use your reaction to deal lightning damage to that creature equal to your paladin level. Also, while the aura is active, If you hit a creature with a spell or attack and they resist or are immune to the damage type, you can use your reaction to change the damage type to another damage type of your choosing.

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

Comments

Posts Quoted:
Reply
Clear All Quotes