Paladin
Base Class: Paladin

The Oath of Dominion demands a Paladin's service to the prosperity and primacy of their god, built upon the blood of the weak and will of the strong. Those who serve fight not to kill, but to overwhelm and take captive any foe who makes the grave error of opposing them. The path of Dominion is one that demands everything of a paladin, though many find the glory and boons granted by their god to be sweeter than most.

Tenets of Dominion

The tenets of this oath are preserved in the blood and stone upon which empires are built.

Do Not Relent. Never go easy on a foe. It leaves the weak unbroken, and the strong unproven.

End Life Sparingly. Any clumsy warrior may end a life. A truly skilled fighter captures those they can.

Command Respect. If they do not respect you, bend them low. If they will not bend, break them.

Defend your Homeland. A warrior is nothing without their home. Defend it until you breathe your last.

Oath Spells

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

Oath of Dominion Spells

Fang of Primacy

At 3rd level, the domineering will of the Paladin's god warps their divine wrath. When you use your Divine Smite feature, you can deal Necrotic damage instead of Radiant to the target in addition to the weapon's damage.

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.

Feral Agility. You can use your Channel Divinity to move with a jaguar's swiftness. As an action, your walking speed increases by 10 feet and you swim and climb without spending extra movement for 10 minutes.

Overwhelming Strike. You can use your Channel Divinity to strike with overpowering might. When you hit with a melee weapon attack, you can use your Channel Divinity to add 1d8 Necrotic damage to the damage of the attack and force the targeted creature to make a Strength saving throw. On a failed save, the creature is knocked prone. 

Aura of Dominion

Starting at 7th level, you constantly emanate an overwhelming aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a hostile creature is grappled or restrained, it has disadvantage on any Strength(Athletics) and Dexterity(Acrobatics) checks to escape from either condition while in your aura, and you or any creature friendly to you attempting to move it does not spend extra movement to do so if the creature starts it's turn turn in your aura.

At 18th level, the range of this aura increases to 30 feet, and any hostile creature that is grappled or restrained when entering your aura is forced to make a Wisdom saving throw, becoming frightened of you on a failure. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Primarch's Sanction

Starting at 15th level, those who will not yield will be made examples. Whenever a creature within 30 feet of you succeeds a saving throw against an effect that would inflict any condition on them, you can use your reaction to lash them with your will, dealing your choice of Necrotic or Radiant damage equal to your paladin level + your charisma modifier to the creature. You decide how your will manifests to reprimand them, whether it be a spectral image of a great beast, your own self, or something else. You cannot use this reaction if the creature succeeds because they are immune to the condition.

Overwhelming Domineer

At 20th level, you gain the ability to wield divine bloodlust. As an action, you can magically become an avatar of dominion, gaining the following benefits for 1 minute:

  • You have resistance to necrotic and poison damage.
  • When you reduce a creature to 0 hit points on your turn, you can use a bonus action to pounce upon another foe, moving up to half your walking speed and making a melee weapon attack.
  • Your melee weapon attacks can now deal your weapon's damage die as Necrotic damage instead of bludgeoning, piercing, or slashing damage. Any magical damage added to your attacks via a spell or other magical effect is not changed in this way.

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

Additionally, you can use the Finger of Death spell without expending a spell slot once between long rests. Your hands have a ghostly set of bloody claws superimposed over them as you cast the spell.

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