Paladin
Base Class: Paladin

Faith. It is a curious thing.
Once you had faith in your parents and they let you down.
You had faith in your friends and they betrayed you.
Then you turned to the gods and they met your devotion with demands and manipulation.
At long last, you realized: Everyone just wants to take advantage of you for their own gain. And you made a vow: Screw them all.

Never again would you be manipulated.
Never again would you be controlled by others.
Never again would you be stopped from doing what you deemed right or necessary.
Never again would you be swayed from going your own way.

A Paladin taking the Oath of Spite holds free will in the highest regards and puts their faith in themselves.
They can't stand being manipulated and avoid influencing others by magical means. Their tenacity and determination helps them to stay on their task, do what needs to be done without interference and inspires others to push themselves and take a stand.

 

Channel Divinity

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

Obstinacy. You are too stubborn to give up and die. When you would die, you can instead drop/remain unconscious, but stable. Your maximum hit points are reduced by 3 times your character level until you finish a long rest. This reduction stacks, if you use this feature again before that. You cannot use this feature against the spells Disintegrate and Wish.

Disobedience. When you are the target of an enchantment spell or effect, you can use your reaction to ignore it. You cannot use this feature against the spell Wish.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Spite Spells
Paladin Level Spells

3rd

faerie fire, heroism

5th

find traps, aid

9th

remove curse, beacon of hope

13th

freedom of movement, private sanctum

17th

greater restoration, wall of force

Aura of Tenacity

Starting at 7th level, creatures around you have relentless ambition.
If you, or a creature within 10 feet of you, miss with an attack roll using the attack action, you/they can use your/their reaction to make an additional attack as part of that attack action.

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

Stand your ground

Starting at 15th level, you hold your position come what may. If you don't move at all on your turn, aside from standing up from prone, you can subtract your Charisma modifier from damage you receive from attacks (that use an attack roll), until the start of your next turn. The reduction occurs after taking all other sources of damage alteration into account.

Determination

At 20th level, you can become the embodiment of determination. For 1 minute, you gain the following benefits:

  • Creatures don't get opportunity attacks on you.
  • You are immune to being stunned and paralyzed.
  • Your speed can't be reduced and you can't be stripped of your movement, action, bonus action or reaction, except from effects, that leave you incapacitated.
  • Any penalties from exhaustion are subdued, but return after the duration of this feature.

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

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