Base Class: Paladin
Paladins who take the Oath of Control feel a sense of compulsion to do so from a very young age. It has little to do with the personality they develop in their formative years or any sort of transformative experience, as with most oaths. Their need for control stems from the spirit inherited from ancestors; the soul carried between past lives; the very seed of their being. Chaos is not in their nature and they devote the entirety of their existence to bending it to their will.
TENETS OF CONTROL
Control can mean different things to different individuals but paladins who take this oath all hold to these core tenets:
Inexorable Focus. Attention is yours to give. It is not for others to take.
Decisive Action. There is a time for careful consideration. That time is before you arrive.
Unwavering Determination. The battle shall be won. There is no need for a Plan B.
Assertive Dominance. Show pity for those beneath you. All are beneath you.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Control Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Control Spells
| Paladin Level | Spells |
|---|---|
| 3rd | command, sanctuary |
| 5th | hold person, suggestion |
| 9th | counterspell, dispel magic |
| 13th | compulsion, freedom of movement |
| 17th | geas, hold monster |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Unsettling Gaze. You can use your Channel Divinity to level an unnerving glare at your enemy keeping them from reaching their full potential in battle. As an action, you force one creature of your choice that you can see within 30 feet of you to make a Charisma saving throw. On a failed save, you deny them the use of one of the following options each turn: movement, action, or reaction. You get to choose the option on each of the creature's turns. The effect uses your concentration as if it were a spell. The creature makes another Charisma saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Unyielding Perseverance. You can use your Channel Divinity to overcome nearly any affliction. You can use your reaction to cancel any one status effect on yourself.
Aura of Tenacity
Starting at 7th level, while you are conscious, you constantly emanate an aura of perseverance.
While you are conscious, you and friendly creatures within 10 feet of you cannot be moved against your will.
At 18th level, the range of this aura increases to 30 feet.
Chaotic Sense
Starting at 15th level, the stench of chaos is like a homing beacon calling you to apply order where it is needed most. When you use your Divine Sense ability, you are also able to detect the location of any creature with a chaotic alignment within the area. You know the type of any chaotic being whose presence you sense, but not its identity. When you use this feature, select a number of chaotic-aligned creatures you detect up to your Charisma modifier (minimum 1). You have advantage on saving throws and concentration checks against these creatures. Attacks made against you by these creatures are made at disadvantage. This effect lasts for 1 minute.
Overwhelming Control
At 20th level, your will to control the situation overflows. As an action you gain the following benefits for 1 minute:
- You placate all chaos within your aura. When a hostile creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed in this way, the creature is incapacitated and has a speed of 0. The creature may repeat the saving throw at the beginning of each of its subsequent turns. If the creature succeeds, the effect ends.
- As a bonus action you can cast sanctuary without expending a spell slot or a need for spell components, targeting one creature other than yourself.
- When any creature within your aura performs an attack roll or makes a saving throw, you can use your reaction to replace the result of the d20 roll with a 10.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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8/5/2021 3:30:27 AM
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