Paladin
Base Class: Paladin

Although the Paladin is, in myth and lore, a pinnacle of their cause, there are some who prefer to further their agendas without the pomp and circumstance of their more divine bretheren. These men and women reach such skills of serving the letter of the law, while furthering their own private agendas, that they become members of a non-unified order known as Blackguards. Under a facade of holiness and devotion, they walk an ever-blurring line between heroism and thuggery.

Tenants of Selfishness

There are no tenants of the Blackguard that bind together this ilk of questionable knights: Instead, they focus almost entirely on two interests: The interests of the Lord or Lady that fills their coffer, and their own interests. That is not to say all Blackguards are exceptionally cruel or wicked; it is simply that they have their own best interests at heart.

 

 

Channel Divinity

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

Shatter Confidence: As an action, you speak a series of scathing words and seething insults so intense and vicious that it utterly decimates the self-confidence of a target. They have disadvantage on all Charisma-related saves and checks against you for 1 minute.

Challenge Honor: As a bonus action, you can scream a challenge at a target that is sentient and can understand you. It must make a Charisma check; if it fails, it makes all attacks against targets other than you at disadvantage until you are reduced to zero hit points, or it dies.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Doom

Starting at 7th level, you and allies within 30 feet of you have advantage on Charisma [Tooltip Not Found] checks. 

Spiteful Soul

Starting at 15th level, you can move an additional 20 feet towards an enemy as long as you are approaching a target that has damaged you or your allies.

Anti-Paladin

At 20th level, you have become a truly perverse icon of what a Paladin should be. Using your action, you gain the following benefits for one hour:
- Your eyes gain an eerie red glow that can be seen from beneath your helmet. Any target that can see you, regardless of range, must make a Charisma saving throw. If it fails, they are Stunned for 1 round.
- Your violence fuels you: 1/2 of all damage you do with physical attacks returns to you as temporary HP. This HP fades when your Anti-Paladin feature ends, or your current combat ends. If losing this temporary HP would result in you falling unconscious, you instead remain at 1 HP.

Once you use this feature, you cannot use it again until you finish a long rest.

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