Paladin
Base Class: Paladin

“I do not kneel to the heavens. I kneel to the one who stood when the heavens failed.”

These paladins are oathbreakers reborn—not redeemed, but reordered. Having shattered their former vows, they swear a new, binding oath of fealty, obedience, and shared damnation to an Oathbreaker Paladin whose will has become a living doctrine.

Their power flows downward, not upward. Where Oathbreakers draw directly from profaned conviction, Black Standard paladins are lieutenants, empowered through loyalty, command, and collective suffering.

Tenets of the Black Standard. While individual commanders may vary, most Black Standard paladins uphold these tenets:

Fealty Above All. Your commander’s word is law. Doubt is weakness; dissent is betrayal.

Shared Damnation. You do not seek absolution. If you fall, you fall together.

Strength Through Obedience. Unity is power. A broken oath reforged in hierarchy is stronger than faith.

The Standard Must Never Fall. So long as one of you stands, the oath endures.

Level 3: Oath of The Black Standard Spells

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

Oath of Devotion Spells
Paladin Level Spells
3 Command, Inflict Wounds
5

Crown of Madness, Warding Bond

9 Bestow Curse, Spirit Shroud
13 Blight, Dispel Magic
17 Dominate Person, Destructive Wave

Level 3: Channel Divinity

Standard of Submission. As a bonus action, you invoke the unseen banner of your commander for 1 minute. You and allied creatures of your choice within 10 ft gain advantage on saving throws against being charmed or frightened and a bonus to damage rolls equal to your Charisma modifier once per turn. If your commander is within range, the aura radius increases to 20 ft.

Marked for Judgment. As a bonus action, you mark one creature you can see within 30 ft for 1 minute. The first time each turn the marked creature takes damage from you or an ally, it takes extra necrotic damage equal to your Charisma modifier. When the marked creature drops to 0 HP, you or one ally within 10 ft gain temporary hit points equal to your paladin level

Level 7: Aura of Finality

Starting at 7th level while a marked creature is within your aura: Allies have advantage on their first attack against it each round and the creature has disadvantage on death saving throws and cannot benefit from features that trigger on dropping to 0 HP (such as death ward).

Level 15: Voice of the Commander

Beginning at 15th level. Your authority echoes your oath-bound superior. When you cast a spell or use Channel Divinity that targets at least one ally, you can also target your commander (or a designated bonded creature) if they are on the same plane.Once per long rest, when you or an ally within your aura fails a saving throw, you can choose to succeed instead and take psychic damage equal to twice the spell’s level or CR.

Level 20: Living Standard

At 20th level, as an action, you embody the oath itself for 1 minute you emanate a 30 ft aura. Allies in the aura gain: resistance to necrotic and psychic damage and advantage on attack rolls while within 5 ft of another ally.

Enemies in the aura have disadvantage on saving throws against fear and charm.If you drop to 0 HP while this is active, you may instead drop to 1 HP and immediately end this feature.

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