Base Class: Paladin
At some point you invited darkness into your heart. Whether this was for vengeance, to prevent a tragedy, or a loss of station, you called upon the worse parts of your soul, but while what answered gave you what you wanted it left behind a seed. Regardless of what it was that placed a seed of darkness in your heart you must strive to remain on the path of righteousness as is your calling. Like a shining piece of obsidian you must not allow the darkness to overtake your light.
For those who have been inspired by the deeds of the Obsidian Dragon, what follows is the solemn promise that all are welcomed to make.
The Obsidian Oath:
I will struggle against my wicked nature.
The compass of my heart shall always point towards virtue.
I will judge only by deeds. Never by appearance.
I do not expect perfection in myself, nor shall I demand perfection in others.
Only in the pursuit of righteousness shall I find my true freedom.
Show mercy to the lost, but for those who embrace darkness, there can only be death.
Oath Spells
You gain oath spells at the paladin levels listed in the Obsidian Oath Spells table. See the Sacred Oath class feature for how oath spells work.
Obsidian Oath Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Inflict Wounds, Command |
| 5th | Darkness, Mirror Image |
| 9th | Spiritual Weapon, Fear |
| 13th | Destructive Wave, Stoneskin |
| 17th | Geas, Summon Celestial |
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.
Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Veritas Voice. You can use your Channel Divinity to draw out the truest thoughts and desires of a creatures mind and soul. You cast Zone of Truth and compel any creature that fails the saving throw to answer 3 questions.
Aura of Righteous Battle
Starting at 7th level, you constantly emanate a righteous aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
When a friendly creature within 10 feet of you hits with a melee attack you can use your reaction to expend 1 spell slot to grant their attack Divine Smite. Additionally, when a friendly creature within the aura is downed they gain a bonus equal to your charisma modifier on death saves.
At 18th level, the range of this aura increases to 30 feet.
Augur of Duality
Starting at 15th level,
Once per day, you may use your action to split your Dark and Light into two corporeal beings, your duality allows you to perform an action with each. During the time this feature is active:
-The two sides may perform a separate action, and bonus action. If they both take the attack action, then you must split the attacks between the two halves.
-They may move independently of each other but not further than your movement speed apart.
-No concentration spells may be cast by either
-When either side takes damage it must make a constitution saving throw, on a failed save they will be forced back together and take 3d6 psychic damage, and cannot take reaction until their next turn.
-You can spend an action to end this feature early, as long as neither side has performed an action this turn.
Banish the Darkness
At 20th level, you gain the ability to silence the call of your dark desires, and visit retribution upon evil doers. You assume an angelic form with wings of light, and your body radiates divine energy.
You summon your strength of will and call on your deity to act through you, purging the darkness for a time with the righteous flame of your soul, use your action, and gain the following benefits for 1 minute:
- A 30-foot-radius sphere of light spreads out from your location if this area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
- You become a beacon of hope to friendly creatures within 30 feet of you granting their melee attacks 1d4 radiant damage for the duration.
- You emblazon your own weapon with Divine Flames. Your weapon attacks deal an additional 2d6 radiant damage.
- While you are a beacon of hope to your allies, your radiance is overwhelming to hostile creatures. Creatures that can see you within 30 feet must make a CON save or be blinded.
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Posted Apr 25, 2021Yes, it is I actually talked with the person responsible for that story while writing this particular class and they seemed to like it.
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Posted Apr 23, 2021thx for answering, that's kind of how I'm doing a paladin character I'm making rn, have a good day :)
BTW: is this inspired off of Onyxia?
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Posted Apr 22, 2021I have been playing him more as a lawful good character, but that's got a huge asterisk next to it. The idea is that the internal struggle to follow their oath and be good. The best way I can describe it is to allude to the Rorschach scene in watchmen when he goes from enforcing the law to becoming an avenger when he sees that the man had killed the little girl, and fed her to his dogs. He felt that no legal punishment would be enough so he killed the man himself still with the intention to exact justice, but not within the limited confines of the law. So basically when playing a character of this oath they are trying to follow the rules, but their emotions can cloud their judgement forcing them to do things that a lawful good character would not otherwise do. These acts are still done with the intention to do good, but they are "The ends justify the means" kind of decisions.
I hope that helps :D
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Posted Apr 21, 2021Which alignment would this fall under? chaotic good?