Base Class: Paladin
The Oath of Ruin is a path followed by paladins who have forsworn other oaths or who care only for the survival of themselves and their allies. Commonly known throughout the lands as Waste Walkers, these infamous warriors are faithful only to the ones behind them. Anyone who bands with one of these paladins does so because they've noticed the loyalty and comradery shown to the paladins allies. Those who follow them, while yes are protected by the paladin, are expected to keep up or else trigger the paladins hallow heart to see them as less of an ally and more of a liability.
Tenets of Ruin
Though the original tenets were nothing more than hearsay, paladins of this oath share these tenets.
No Mercy for the Weak. Anything that falls before my blade deserves to meet its end.
Survival of the Fittest. My number one objective is to see tomorrow.
Immovable Shield. I am the shield between me and my allies.
Keep Up or Shut Up. If you're an ally and you're slowing the party down don't expect to be carried.
Ruined Bloodline
The paladins of this oath are on their last legs magically speaking so instead of spells they learn fighting techniques with varying cooldowns instead at the paladin levels listed. (all saving throws for these abilities have a 12DC.)
| Oath of Ruin Techniques | |
|---|---|
| Paladin Level | Techniques |
| 3rd |
Trip and Poke(DEX save): Trip the target forcing them to go prone dealing 1d4 damage and immediately after (they fail a CON save) deal 1d4+1d6+STR modifier damage to target. (once per short rest) |
| 5th |
Healing Hug(DEX save): Grapple a medium sized enemy between your shoulder and weapon and crush the life out of them with 3d4+STR modifier damage Healing for damage dealt. then another 1d4 damage as you throw them back to the ground forcing the enemy to make a second DEX save or become prone. (once per long rest) |
| 9th |
Seismic Punch(CON save): Punch the target square in the chest with all your might causing 1d6+STR modifier bludgeoning damage then another 1d6 thunder damage to anything that fails a CON saving throw within 10ft. (once per 2 long rests) |
| 13th |
Siphoning Choke(DEX save): Grapple a medium sized enemy by the throat and lift them off the ground to choke the life out of them with 2d8+STR modifier damage Healing for the damage dealt, then another 1d4 damage as you throw them back to the ground forcing the enemy to make a second DEX save or become prone.(once per long rest) |
| 17th |
Executioner's Strike(CON save): Cleave straight through up to 3 enemies in front of you with a single blow (granted you have a martial weapon) dealing 2d10+STR modifier slashing&piercing damage. |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Friendly Sacrifice: As a bonus action, you can heal injured creatures but with your Channel Divinity. Any friendly creature that can see you within 30 feet of you regains hit points equal to 1d6 + your Constitution modifier (minimum of 1) if it has no more than half of its hit points. However, You must make a 16DC CON saving throw for if you fail you take 1d4 + your lowest positive modifier.
Unbreakable Will: When your HP falls below 20 your spirit begins to Channel Divinity passively giving you the ability to stay standing with 1 hp till you fail a 6DC CON saving throw which you must roll as a bonus action till you are healed or fail. (Each time you use this feature after the first, the DC increases by 3. When you finish a short or long rest, the DC resets to 6)
Aura of Ruin
Starting at 7th level, once a day you can trigger smoke to bellow out from beneath your armor creating a cloud that encompasses 10 feet around you granting you and any creature inside half cover but those inside roll at disadvantage
At 18th level, the cover of this aura increases to three-quarter and the range of this aura increases to 30 feet.
Survivalist's Intuition
At 15th level, your instincts have been heightened through your adventures granting you Tremorsense for 15ft. + Wisdom modifier. Also, at 15th level, negate the roll at disadvantage when inside your Aura of Ruin.
Not One Step Back
At 20th level, as an action, you gain the ability to become immune to non-magical physical damage for 4 rounds once per long rest.
Previous Versions
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6/16/2020 5:53:19 AM
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6/16/2020 6:24:26 AM
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