Paladin
Base Class: Paladin

Hate and destruction are what drive the champions of Ruination. They smite foes without regard for their innocence and do so with the religious fervor of one whose sole desire is to punish life. Whatever transgressions someone has committed, the Oath of Ruination demands all be punished for the sins of the few, for the sentencing and punishment of life means it always meets an end in destruction. These paladins wear the symbol of the sun being devoured by the great demon, and they are worn prominently so that their victims know they are being punished for sin.

 

Oath Spells

3rd hellish rebuke, thunder wave

5th scorching ray, enhance ability

9th haste, fear

13th black tentacles, wall of fire

17th banishment, dispel evil and good

Furious Fighter

A warrior’s seething emotions make critical strikes more potent. When a melee attack results in a critical hit, roll an additional 1d4 damage for that attack. This damage increases to 1d6 at 4th level, 1d8 at 8th level, 1d10 at 12th level, and 1d12 at 16th level.

Channel Divinity

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

Ruinous Accuracy. You use your Channel Divinity as a bonus action to grant yourself advantage on your attacks for the next minute, so long as you have been injured or failed a saving throw in the previous round.

Brand 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. Unless the target is immune to being frightened, it must make a Wisdom saving throw versus your spell save DC. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature is at disadvantage on all attack rolls. When you take the Attack action on your turn, you may make one additional attack as part of that action with a flurry of bites and claws. This additional attack is treated as a melee weapon attack and deals 2d10 piercing damage. This is considered a magical weapon attack.

Aura of Terror

At 7th level, all enemy creatures within 30 feet of you must make a Wisdom saving throw versus your spell save DC. On a failed save, a creature must use its reaction to move its full movement speed away from you.

Hate is the Way

At 15th level, your determined fury is so great that you are immune to being charmed and frightened. When a creature attempts to charm or frighten you, your next attack against that creature is at advantage, and on a successful hit the target is frightened until the end of its next turn.

Vehement Abomination

Beginning at 20th level, you can assume the form of a demonic punisher. Using your action, you undergo a transformation into a hideous creature with long, sharp teeth and claws. For 1 hour, you gain the following benefits:

  • When you are in dim light or darkness, you can take the Hide action as a bonus action.
  • You have resistance to radiant damage.
  • When you take the Attack action on your turn, you may make one additional attack as part of that action with a flurry of bites and claws. This additional attack is treated as a melee weapon attack and deals 2d10 piercing damage. This is considered a magical weapon attack

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