Base Class: Paladin
It has been commonly known that paladin's make oath to either their ideals, their goals, or even to the God's themselves. Some also make oath's to rather darker paths then normal paladins, either for vengeances, conquests, or even ruination. And then there are those who have become Oathbreaker's, paladin's who breaks their sacred oaths to pursue some dark ambition or serve an evil power, such as Arch Devil's, Demon Lord's, Evil Dragon deity, and more. But among all the choice's, none is more sinister and twisted then to even dare to serve under one of the Betrayer God's; the Chained Oblivion, Tharizdun. A deity that hungry for power, it's goal are only for destruction and death upon the world. Upon picking this choice, this individual now become one of the god tool's with the sole purpose of bring destruction to the world, granting the paladin terrifying powers in exchange for it service.
*Note: Due to the nature of this subclass, a paladin must be of either neutral or evil alignment.
Tenets of the Chain:
-Destruction: All before you must be crushed underneath your boot's, show no mercy to anyone.
-Terror: Fear is the perfect weapon to be used often and with great relish.
-Power: Your only desire is to obtain power and nothing more.
-Despair: You force your enemies to watch one of own killed in the worse, possible way imaginable and allow doom fall upon them.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Betrayer Smite. As an bonus action, you can imbue one weapon that you are holding with destructive energy, using your Channel Divinity. The effect last for 1 minute. The next time you hit a creature with a weapon attack before this spell ends, the weapon become coated in dark flames as you strike. The attack deals an extra 2d6 necrotic damage to the target, and the target become frighten till the end of it next turn. 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.
Summon Chains. As an action, you present your holy symbol and speak a prayer to your god, using your Channel Divinity. Emerging from the darkness, dozen of chain's fill a 20-foot square on ground that you can see within range. For the duration of one minute, these chains turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the chains until the spell ends. A creature that starts its turn in the area and is already restrained by the chains takes 3d6 bludgeoning damage.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
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PALADIN LEVEL |
SPELLS |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Chain of Tharizdun
At 3rd level, you learn a ritual that creates a magical, living bond between yourself and one weapon that was bestow by your god. The weapon is a spiked chain. You perform the ritual over the course of 1 hour, which can be done during a short rest. The spiked chain must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence as you, you can summon that weapon as a bonus action on your turn, causing it to instantly materialize in your hand, unless it is held by a greater power. In addition, you may also absorb its physical form within your very being, which may act as an effective storage place. This unique spiked chain, created from the essence of your god, allows you to gain the feat known as "Duel Wielder" when wielding the spiked chain.
* Note: A spiked chain is a length of metal chain (ten feet long) whose last few links on each end are enlarged and enhanced with spikes. The length and size of links should be proportional to the size of the wielder for best performance. At the half-way point of the chain and/or the midpoints of the two halves, a link of the chain is often replaced with a ring for grasping. The weight of a spiked chain is 10lbs (4.5kg). The spiked chain deal a 2d4 piercing damage.
Aura of Oblivion
Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is under the effect of frightened, its speed is reduced to 0 while in the aura, and that creature takes necrotic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet.
Symbiotic Chain
Beginning at 15th level, your bonded spiked chain has been growing strong from being soaked in the blood of your enemies, to the point now it almost become sentient. It is as if you and the chain have become one, two beings sharing the same body. The weapon now become twice longer than before, becoming at least 20 feet long. You also possess three abilities with your chain:
- -The chains grant you a bonus +2 AC for defense, to make your skin as touch as steel. You must be wielding the spiked chain to have this ability.
- -When an enemy within your melee range tries to leave, you can used your reaction for you chain to grapple your enemy, to which the target must make a Dexterity saving throw.
- -You can now throw your chain as a ranged attack, to which after the damage result the target must make a Dexterity saving throw of 15 DC or be grapple in the process.
Manifestation of Oblivion
At 20th level, as an action, you can allow your bonded chain to coat all over your body and transformed into the avatar of the Chained Oblivion. Your form is that of a being who body is made from dozen of red, glowing chains that move around as if alive, with only your armor remain covering most of the chains. You also still gain benefit of the "Symbiotic Chain" ability. For the duration of 1 minute, you gained the following abilities:
- -You have resistance to bludgeoning, piercing, and slashing damage that are non-magical, while also gaining an extra +3 AC while you are in this form.
- -Your chains are able to pierce through the walls, granting you the ability to climb for 40'ft speed.
- -As an action, you can attack enemies that are within 30 feet of you by using your magical chains as either melee or ranged weapon attacks. You can attack up to four times and each deal 2d8 piercing damage (8d8) upon impact to either the same target or four different targets.
- -You can used an action to do a grapple on a single target (must be at least Small or Medium-size) from thirty feet to restrain, to which you have advantage on making Strength check against your target Dexterity saving throw. On the start of the target turn while restrain, it is then deal 3d6 necrotic damage by the sinister chains coated the foe body. The target will need to make a Strength check to escape, or get deal another 3d6 damage by the next turn and again till the targe escape. You can only used thee chains by the time being, while the fourth chain is used for grapple. You could used two chains instead to grapple a single Large-size target with advantage. You can only used two chains for a time being till the target get free.
It ends early if you are knocked unconscious. You can only used this ability up to one times, and you must finish a long rest afterward to reset it.
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