Paladin
Base Class: Paladin

In times of conflict when hope dwindles, convicts are called to take the Oath of Punishment, an opportunity to make amends for their crimes. Those who take this oath are bound to serve a single cause, much of their free will is stripped away and they are compelled to follow this new path. Individuals sworn to this oath cannot know where it will lead them, but these paladins often find themselves fighting for a seemingly impossible cause. However, these paladins will face uncertain odds head on hoping that they will one day earn their freedom, but also unable to defect from their oath.

Oath of Conquest Features

Paladin Level Feature
3rd  Punishment Die, Oath Spells, Channel Divinity
7th  Aura of Chains (10ft)
15th  Bonds of Pennance
18th  Aura of Chains (30ft)
20th  Oath-Forged

Punishment Die

3rd-level Oath of Punishment feature

Some of your features require you to roll a punishment die. This die changes as you gain paladin levels, as shown in the Punishment Die table.

Punishment Die
Paladin Level Punishment Die
3rd-4th  1d4
5th-10th  1d6
11th-16th  1d8
17th-20th  1d10

Oath Spells

3rd-level Oath of Punishment feature

You gain oath spells at the paladin levels listed in the Oath of Punishment table. See the Sacred Oath class feature for how oath spells work.

Oath of Punishment Spells
Paladin Level Spells
3rd  bane, shield
5th  blur, warding bond
9th  beacon of hope, haste
13th  freedom of movement, resilient sphere
17th  hold monster, wall of force

Channel Divinity

3rd-level Oath of Punishment feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Clapped in Iron. You can use your Channel Divinity to to magically bind a creature. When you hit a creature with a melee weapon attack on your turn, you can use a bonus action to cause it to be restrained for 1 minute. The restrained creature can make a strength check against your paladin spell save DC at the end of each of its turns, ending the effect on itself on a success.

Broken Shackles. You can use your Channel Divinity to break the boundaries of your own ability. When you fail an attack roll or saving throw, you can use your reaction to allow you to add one roll of your punishment die to all attack rolls and saving throws you fail for 1 minute, including the triggering roll. If this causes you to succeed, you loose hit points equal to the roll of your punishment die. You must use this reaction before any damage rolls are determined.

Aura of Chains

7th- and 18th-level Oath of Punishment feature

You emanate an aura that weighs heavy on your foes, sapping their strength. When a creature within 10 feet of you succeeds on an attack roll, or saving throw, you can use your reaction to subtract one roll of your punishment die from the creatures roll. If that causes the creature to fail, you loose hit points equal to the roll of your punishment die. You must use this reaction before any damage rolls are determined.

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

Bonds of Penance

15th-level Oath of Punishment feature

Whether by choice or by force, you make payment on your sins whenever you are inflicted with punishment. When you loose hit points from one of your punishment die, you can choose up to three creatures within 30 feet of you, other than yourself, to regain that many hit points.

Oath-Forged

20th-level Oath of Punishment feature

You have changed from being bound by your oath, and have found ways to better yourself, or to turn most any situation to your advantage. When one of the following situations occur, you can gain the following benefits for 10 minutes:

  • When you take the Dash, Dodge or Disengage action on your turn, you can loose hit points equal to one roll of your punishment die to make one weapon attack as part of that action, adding the result to your attack roll.
  • When you make a roll with disadvantage, you can loose hit points equal to one roll of your punishment die to negate the disadvantage, adding the result to your roll.
  • When you roll for initiative, you can loose hit points equal to one roll of your punishment die and add the result to your initiative roll.

You can use these benefits after you take the action or roll the d20, but before the outcome is determined.

This effect ends early if you are reduced to 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes