Base Class: Paladin
The Oath of the Abyss has been around as long as Infernal creatures have existed. Known as anti-paladins, fiend knights, pale knights, or simply as "The Unholy," those who swear this oath side with the dark in its eternal struggle against the light. Those who take this oath zealously believe that their side is the righteous one. They see beauty in destruction, in darkness, even in violence and death, and will not be easily swayed by more conventional views. These Paladins exist to serve and worship their deity, but also to spread their word and their message. Those who stand in the way of that will not be treated kindly.
The tenets of the Oath of the Abyss have been preserved for future generations in ancient texts, copied over and over. This oath emphasizes the principles of evil above any concerns of law or chaos. Its four central principles are simple.
TENETS OF THE ABYSS.
Let Darkness Reign.
Through your acts of indifference, iniquity, or injury, extinguish the light of this world and let darkness reign.
Shelter the Dark.
Where there is mischief, obscenity, beauty, and laughter in the world, stand against the virtuousness that would swallow it. Where life flourishes, stand against the forces that would purify it and render it barren.
Preserve Your Own Darkness.
Delight in song and laughter, in beauty and art. If you allow the darkness to die in your own heart, you can’t preserve it in the world.
Be the Dark.
Be a corrupted beacon for all who live in despair. Let the darkness of your joy and courage show in all your deeds.
Channel Divinity
An Oath of the Abyss paladin of 3rd level or higher gains the following two Channel Divinity options.
Abyssal Weapon. As an action, you can the weapons that you are holding with fiendish energy by using your Channel Divinity For 1 minute. Add your WIS modifier to attack rolls made with that weapon. The weapon also absorbs bright lights within a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
Turn the Holy. As an action, you present your holy symbol and speak a curse affecting celestials and the living. This uses your Channel Divinity. Each celestial or living being within 30 feet of you must make a WIS saving throw (DC {{savedc:cha}}). On a failure, the target is frightened of you for 1 minute and turns. If it moves more than 30 ft. from you or takes damage, it can attempt another saving throw.
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 of the Abyss Spells
An Oath of the Abyss paladin gains the following spells at the paladin levels listed:
| Paladin Level | Spells |
|---|---|
| 3rd | command, hellish rebuke, inflict wounds |
| 5th | branding smite, darkness |
| 9th | animate dead, bestow curse |
| 13th | blight, confusion |
| 17th | contagion, dominate person, geas |
Aura of Darkness
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Corruption of Spirit
Beginning at 15th level, you are always under the effects of a protection from evil and good spell.
Darkest Night
At 20th level, the paladin can, as an action, surround themselves with an aura of darkness that lasts for 1 minute. The aura extinguishes any bright light in a 30-foot radius around the paladin. Everything in the aura is in total darkness. Creatures that rely on sight have disadvantage on attack rolls against creatures in this shadow.
Whenever an enemy that is frightened starts its turn in the aura, it takes 4d10 psychic damage.
While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin’s Charisma modifier.
After activating the aura, the paladin can’t do so again until he or she finishes a long rest.







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