Paladin
Base Class: Paladin

Those bound to this oath had gone through the trials and tribulations of the Hexblade teachings, whilst also staying true to the vows they made with their deity. Repelling against the demonic with holy energy, and condemning the fallen holy forces with the might of devils. Paladins hardened from battle and hardship are usual candidates for this path, as they try to seek a balance between the holy and the demonic sides of themselves.

Warriors of this oath tend to act of their own accord. Regardless of intentions, they still hold themselves to their own code and make prayers to whomever they decide, whether it be devil or deity. Even when far away from their homeland, these guardians still value protection of the innocent and imprisonment from the foul and cruel minded, even if it means doing a few immoral acts themselves. For most followers, they believe that this is the best way they can live their lives, even if they have a guilty conscience at the end of their road, at least they'll finish knowing they helped people be free for at least one more day. Not many Paladins follow this oath, mainly because there is few examples of Paladins who face such circumstances.

TENETS OF THE HEXWEAVER

Tenets of those sworn to the Oath of the Hexweaver are arduous yet versatile, solitary yet unifying. Paladins who value these tenets are usually nonchalant and casual, as well as willing to break a few rules to help those in need. As such, paladins are often of chaotic or neutral alignments. The tenets of these wanderers are plain and simple.

Self-Serving. You must first serve yourself before serving others.

Any Mean Necessary. Even if a god or devil is displeased with your actions, you will do whatever it takes to smite those who condemn the defenseless.

Honesty. You do not intend deceive anyone, you want to see people comforted by facts, rather than falsehoods. Whether they find peace or misery is not your decision to make.

Redemption. If possible, you'll give your enemies a second chance if you think they can be saved.

Oath of the Hexweaver 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 Hexweaver Spells table, you thereafter always have the listed spells prepared.

Oath of the Hexweaver Spells
Paladin Level Spells
3 Chromatic Orb, Hex
5 Flame Blade, Misty Step
9 Counterspell, Haste
13 Dimension Door, Phantasmal Killer
17 Dispel Evil and Good, Flame Strike
 

Hexweaver's Stigma

As an action, you can expend 1 use of your Channel Divinity to curse four creature you can see within 90 feet of you for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you and your allies gain a bonus to damage rolls on their first attack hit each turn made against the curse targets. The bonus equals your proficiency bonus.

Aura of Vice

You and your allies have a +1 bonus to attack and damage rolls while in your Aura of Vice.

Power of Vengeance

Your magical smite now teems with ethereal and phantasmic energy. When you cast Divine Smite, hostile creatures within 10 feet of you must make a Wisdom saving throw. On a failed save, creatures take 4d8 Psychic damage and have their AC reduced by 2 until the start of your next turn. On a successful save, creatures take half as much damage and do not have their AC reduced.

Purged Vainglory

As a bonus action, you can imbue your Aura of Protection with an aura that is both angelic and demonic, 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 level 5 spell slot (no action required).

Protection of Duality. You gain immunity to both necrotic and radiant damage.

Devil's Sight. You gain darkvision of 300 feet.

Relentless Attack. Once on each of your turns when you make a weapon attack and miss, you can reroll the die and must use the new roll.

Primordial Savagery. Your melee weapon attacks score a critical hit on a roll of 17-20.

Activate Purged Vainglory

As a bonus action, you can imbue your Aura of Protection with an aura that is both angelic and demonic, 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 level 5 spell slot (no action required).

Protection of Duality. You gain immunity to both necrotic and radiant damage.

Devil's Sight. You gain darkvision of 300 feet.

Relentless Attack. Once on each of your turns when you make a weapon attack and miss, you can reroll the die and must use the new roll.

Primordial Savagery. Your melee weapon attacks score a critical hit on a roll of 17-20.

Previous Versions

Name Date Modified Views Adds Version Actions
5/23/2025 2:50:06 AM
45
46
2024
Coming Soon
2/21/2026 11:25:47 PM
64
10
2024
Coming Soon

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