Paladin
Base Class: Paladin

The Oath of Chaos binds a paladin to the service of chaos, spontaneity, innovation, and creation. Disruptive, unruly, erratically submissive, these paladins fight against the systematic oppression and unbending rules of society. They hold themselves only to a strict personal code of freedom, and find lawful extremes to be anathema. Many who swear this oath are devoted to the abolition of some strict overlord, deity, or fiend. While not all have a sworn enemy, all who walk this path seek to leave a mark on the world... a mark the likes of which no god or mortal has ever seen.

Channel Divinity

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

Disruptive Weapon. As an action, you can imbue one weapon that you are holding with chaotic 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). Any creature hit with the weapon is at disadvantage on all Constitution saving throws made to maintain concentration until the effect ends. 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.

Rule-Bender. As an action, you present your holy symbol and speak a prayer of exemption and ability, using your Channel Divinity. For 1 minute, you may use any item, magical or non-magical, that would normally have a class, racial, background, feat, or proficiency requirement which you do not meet.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Disruption

Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against spells, Counterspell rolls, and Dispel Magic rolls while you are conscious.

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

Combat Spontaneity

Beginning at 15th level, whenever you deal extra damage with smite, sparks of chaotic energy change the form of your melee weapon just before you deal the blow. Choose any weapon you can legally wield to be the new form of your weapon. The weapon keeps all magical properties, but the base damage type and damage dice morph to the that of the new form.

Sphere of Creation

At 20th level, as an action, you can emanate an aura of crackling chaotic energy that alters the environment around you. For 1 minute, you have limited control over the inanimate factors of the surrounding environment within a 30-foot radius. When you first activate the ability as an action, you can recreate any aspect of the non-living objects within the radius of the ability. Living or sentient creatures remain out of the ability's purview, and you may not reorganize the environment in such a way that it would actively deal damage to a creature, such as summoning an anvil to fall on a creatures head. Passive damage, such as creating a pool of lava (or environmental traps like quick sand), is within the purview of the ability. At the beginning of subsequent turns, you may use a bonus action to reorganize the environment, following the same rules, until the effect ends.

Whenever an enemy creature uses movement inside the sphere, it is considered difficult terrain unless you nullify this effect.

In addition, for the duration, you and any friendly creature within the sphere have advantage on Dexterity saving throws unless you nullify this effect.

When the effect ends, all stable parts of the environment created by Sphere of Creation remain, while unstable parts act as they would when not controlled by divine magic.

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

Comments

Posts Quoted:
Reply
Clear All Quotes