Paladin
Base Class: Paladin

Cultists are united by their oaths to please their god no matter the cost. Whether indoctrinated early or late, a cultists devotion is no joke. A paladin swears to uphold their chosen god's will, to stand against non-believers, and to indoctrinate the weak minded. Different cultists focus on various gods, but all are bound by the oaths that grant them power to do their sacred work. 

Indoctrinate

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

Damned Weapon. As an action, you can imbue one weapon that you are holding with necrotic energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits a dark aura in a 20-foot radius. If any enemies are within that radius they must make a wisdom throw with advantage against your charisma throws with disadvantage. If they fail they turn to your side for 1 minute. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Invite the Condemned. As an action, you present your holy symbol and speak a prayer turning friends into the undead, using your Channel Divinity. Each party member that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the party member fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned party member must spend its turns trying to defend you as much as it can, and it can’t willingly move to a space outside 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 Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Devotion

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.

True Reverence

Beginning at 15th level, you are always under the effects of a dispel evil and good spell.

Darkened Skies

At 20th level, as an action, you can summon the darkest clouds. For 1 minute, the sky is so dark within a 30-foot radius that only those with Darkvision can see, fog emanates 30 feet beyond that.

Whenever an enemy creature starts its turn in the Dark storm, the creature must roll with disadvantage unless they have Darkvision.

In addition, for the duration, those with Darkvision have advantage on saving throws.

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

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