Base Class: Paladin
The paladins of Blind Devotion are an anomalous set of holy warriors. They often worship (a) god(s) that may or may not be real, with such undying devotion that nothing will get in the way of their beliefs. More often than not they attempt to follow a very strict set of guidelines set in place by either a real belief system or more often a delusional one they made up. They will make any effort they can to convince all around them that their god(s) is(are) the only one(s) that matter. This all being said that doesn't mean they are sound in their devotion at all times and may take a turn adjacent to that of an oath breaker. They become a sort of Templar dedicated to ending any belief of this(these) god(s) and ALL OTHER GODS AS WELL. If their belief is Shaken something within them snaps and instead of being broken, it steals their resolve in a much more lethal path. These paths are tracked with 'marks' called 'Mark of Devotion', 'Mark of Heresy' and 'Mark of Solitude'. Solitude is essentially a normal paladin that never gets particularly Strong outside of normal paladin abilities.
Tenets of Blind Devotion
These may change from one warrior to the next but the same general outline applies.
My Honor is my Life - I honor my purpose, my goals, my comrades, and duty to uphold my god(')s(') wishes and bring about divine punishment.
My Duty is my Fate - No matter the cost i will uphold my gods and should i be turned astray then it is my divine task to end all others
My Fear is to Fail - To fail is to fall to the enemy, which is a reality in which i may not be.
My pledge is Eternal Service - Even in the face of heresy and an absence of my god(s), my life, my blade, my very soul, is theirs and theirs alone to do with as they deem necessary.
Oath of Blind Devotion Spells
3rd - Detect good and Evil, Protection from Evil and Good
5th - Detect Magic, Divine Favor
9th - Thunderous smite, Branding Smite
13th - Daylight, Aura of light
17th - Holy Weapon, Banishing Smite
Level 3: Channel Divinity
- Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.
On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage. - Divine Interjection. As a bonus action, you can utter a phrase in the name of what you worship, and guarantee your next attack roll to hit, but can not critically succeed.
Level 7: Aura of the Wrath
If an entity you are targeting, combat or otherwise, has been successfully intimidated, bribed, persuaded, or any other interaction that may change their normal affects, they are compelled cower before you and any ally in this aura. In dialog this could look like speaking only the truth, or only what you want to hear, DM digression.
In combat this functions as a frighten affect, and any enemy or target in the aura has its speed reduced to 0 while in the aura.
At 18th level, the aura is increased to 30 feet, and the combat adds psychic damage equal to the charisma modifier, to the aura.
Level 15: Steel Trap
Should you become the target of a psychic, dark, or otherwise inherently evil in nature spell or attack, gain a bonus AC to the attack equal to your spell casting modifier. If the attack doesn't have a roll to beat, one is made, relative to the casted level, and the previous rule applies.
Level 20: Embodiment of Power
For a single combat, at any time, in the most DIRE of situations, you embody that which your god believes to be a true vessel of his/her will allowing you to ignore all damage and receive a plus 10 bonus to all stats, and a plus 20 to all attack rolls. However, at the end of the combat, you immediately enter death saves and can not have any type of revivify used on you. no healing will remove that of the greatest honor. Only 2 things can stop this. Divine intervention, your god deems the act worthy enough that you must continue to live and serve in their name, which will grant a +1 to all stats permanently. Or the Wish spell. To bring you back after death. If wish is used you are no longer a paladin and your journey ends. for Wish is a very dark magic that should not exist. . . . . .