Paladin
Base Class: Paladin

The Oath of Desolation is not concerned with moral ambiguity. They are the knights clad in steel, black as pitch, often mistaken as Oathbreakers. For paladins who swear this Oath, the ends always justify the means. There is no line they will not cross, nor tactic too unsavory to ensure complete and total victory over their enemies. 

These paladins share the following tenets:

  • Break the will of the unworthy.
  • Might makes right.
  • Darkness is merely an equal and opposite force of justice to the light.

Level 3: Oath of Desolation Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Desolation Spells table, you thereafter always have the listed spells prepared.

Oath of Desolation Spells

Paladin Level Spells
3 Ray of Sickness, Bane
5 Ray of Enfeeblement, Blindness/Deafness
9 Bestow Curse, Fear
13 Blight, Phantasmal Killer
17 Dominate Person, Contagion

Level 3: Shatter Resolve

When you successfully land an Attack on an enemy, you can expend one use of Channel Divinity to imbue a Melee weapon with negative energy. You choose a number of creatures equal to your Charisma Modifier (min. 1) within 60 ft. of you to make a Charisma Saving Throw. On a failed save, a creature is Stunned for 1 minute or until they take damage. A creature Stunned by this feature can repeat the save at the end of their turn. A successful save ends the condition.

Level 7: Aura of Desolation

Your Aura of Protection is Difficult Terrain for your enemies. In addition, when an enemy is in your Aura of Protection at the start of your turn, you have Advantage on your first attack against them.

Level 15: Imposing Smite

Your magical smite now emits your imposing presence on your foes. Whenever you cast Divine Smite, enemies in your Aura of Protection suffer a -2 to their AC and Dexterity Saving Throws. The aura has this benefit until the start of your next turn.

Level 20: Arbiter of Demise

As a Bonus Action, you can imbue your Aura of Protection with negative energy, 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 point of Channel Divinity (no action required).

Magical Juggernaut. You have Advantage on any saving throw you are forced to make by any spell cast against you.

Unholy Constitution. Whenever an enemy starts its turn in the aura, that creature takes Necrotic damage equal to your Charisma modifier plus your Proficiency Bonus. You gain hit points equal to the total damage dealt.

Embrace of Shadows. The aura generates a cloud of shifting shadows, as if cast by the Darkness spell. You can see through the darkness created by your aura.

Arbiter of Demise

As a Bonus Action, you can imbue your Aura of Protection with negative energy, 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 point of Channel Divinity (no action required).

Magical Juggernaut. You have Advantage on any saving throw you are forced to make by any spell cast against you.

Unholy Constitution. Whenever an enemy starts its turn in the aura, that creature takes Necrotic damage equal to your Charisma modifier plus your Proficiency Bonus. You gain hit points equal to the total damage dealt.

Embrace of Shadows. The aura generates a cloud of shifting shadows, as if cast by the Darkness spell. You can see through the darkness created by your aura.

Activate Arbiter of Demise

As a Bonus Action, you can imbue your Aura of Protection with negative energy, 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 point of Channel Divinity (no action required).

Magical Juggernaut. You have Advantage on any saving throw you are forced to make by any spell cast against you.

Unholy Constitution. Whenever an enemy starts its turn in the aura, that creature takes Necrotic damage equal to your Charisma modifier plus your Proficiency Bonus. You gain hit points equal to the total damage dealt.

Embrace of Shadows. The aura generates a cloud of shifting shadows, as if cast by the Darkness spell. You can see through the darkness created by your aura.

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