Paladin
Base Class: Paladin

The Oath of Our Lady is one of the strangest—and perhaps most dangerously misguided—sacred oaths practiced in Sigil.

Those who swear it devote themselves to the principles embodied by the enigmatic ruler of the City of Doors: boundaries that must not be crossed, silence in place of empty proclamations, the certainty of pain, and the punishment of those who threaten the Cage.

But there is one distinction every member of the oath learns quickly:

Devotion is not worship.

The Lady of Pain is not their goddess. They do not kneel before her. They build no temples in her name. They offer no sacrifices, sing no hymns, and expect no miracles from Her Serenity.

A paladin foolish enough to begin worshiping the Lady may discover exactly how little she appreciates the gesture.

The oath itself empowers these paladins. Whether the Lady acknowledges their existence at all is another matter entirely.

Many members of the oath wear elaborate metal masks modeled loosely after the Lady's bladed visage. These masks are deliberately imperfect. To reproduce her image exactly would be presumptuous, perhaps even blasphemous in its own strange way. Instead, each mask bears different arrangements of blades, spikes, and expressionless metal.

Some Cagers consider these paladins devoted protectors.

Others consider them barmy leatherheads who are one sermon away from the dead-book.

Both might be right.


 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

The Wound Remains

When you hit a creature with a melee weapon attack, you can use your Channel Divinity to inflict a supernatural wound upon it.

For 1 minute, the target takes necrotic damage equal to your Charisma modifier at the start of each of its turns, and any hit points it regains are halved.

At the end of each of its turns, the target can make a Constitution saving throw against your paladin spell save DC, ending the effect on itself on a success.

The effect ends early if you become unconscious.

 


Blades Through the Mind

As an action, you choose one creature you can see within 60 feet of you and manifest spectral blades around its head. The creature must make an Intelligence saving throw against your paladin spell save DC.

On a failed save, the creature takes psychic damage equal to 2d10 + your paladin level, and until the end of your next turn it can't take reactions and has disadvantage on attack rolls and Constitution saving throws made to maintain concentration.

On a successful save, the creature takes half as much damage and suffers no other effect.

 

Oath Spells

Oath of Our Lady Spells

Paladin Level Spells
3rd command, inflict wounds
5th cloud of daggers, silence
9th bestow curse, fear
13th banishment, dimension door
17th hold monster, wall of force

These spells represent principles associated with the oath rather than magic granted personally by the Lady of Pain.



Aura of the Closed Cage

Starting at 7th level, your presence strengthens the boundaries of the space around you.

You and friendly creatures within 10 feet of you have advantage on saving throws against effects that would teleport them or transport them to another plane against their will.

In addition, when a hostile creature you can see within the aura attempts to teleport or travel to another plane, you can use your reaction to force it to make a Charisma saving throw against your paladin spell save DC. On a failed save, the attempt fails, and any action, bonus action, or reaction used to make the attempt is wasted.

At 18th level, the range of this aura increases to 30 feet.

The Cage Is Closed

When you prevent teleportation with this ability, creatures briefly glimpse enormous spectral blades arranged around the borders of your aura, as though the surrounding space itself has become the inside of a cage.


 

Wounds That Never Heal

At 15th level, the wounds you inflict resist even supernatural restoration.

A creature affected by your The Wound Remains Channel Divinity can't regain hit points.

In addition, whenever you deal damage to a creature with Divine Smite, that creature can't regain hit points until the start of your next turn.

When a creature affected by The Wound Remains succeeds on its saving throw to end the effect, you can use your reaction to force it to reroll the saving throw. The creature must use the new roll.

You can use this reaction a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

 

 

Shadow of Her Serenity

20th-level Oath of Our Lady feature

At 20th level, you can assume a terrible semblance of the Lady's presence. As an action, you gain the following benefits for 1 minute:

  • You gain a flying speed of 30 feet and can hover.
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • A hostile creature that starts its turn within 10 feet of you takes psychic damage equal to your Charisma modifier.
  • Whenever you hit a creature with a melee weapon attack, the attack deals an extra 1d8 psychic damage.
  • Hostile creatures within 30 feet of you can't teleport or travel to another plane unless they first succeed on a Charisma saving throw against your paladin spell save DC. On a failed save, the attempt fails and any action used to make the attempt is wasted.

In addition, when a creature you can see within 30 feet of you damages you, you can use your reaction to manifest spectral blades around it. The creature must make an Intelligence saving throw against your paladin spell save DC. On a failed save, it takes 4d10 psychic damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.

Once you use this feature, you can't use it again until you finish a long rest.

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