Base Class: Paladin
"I will determine when you have surrendered, and I deem the only acceptable surrender... is death." - Lord Elkal Fos, the Eradicator
There are some things beyond forgiveness, beyond morality, and incur the wrath of the universe itself. For those who seek the total destruction of their foes, willing to embrace the power of the end, there is the Oath of Decimation.
Lay on Hands becomes Cause Harm, inflicting the Poison status by spending 5 points from the pool.
At 2nd level, Divine Smite becomes Unholy Smite, dealing Necrotic instead of Radiant damage.
At 6th level, Aura of Protection becomes Aura of Oppression, instead becoming a penalty against enemy creatures.
At 10th level, Aura of Courage becomes Aura of Dread, inflicting disadvantage on saving throws against enemies within 10 ft.
Decimation Spells
A Decimation paladin loses previously gained oath spells and instead gains the following Decimation spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | inflict wounds, wrathful smite |
| 5th | blindness/deafness, branding smite |
| 9th | bestow curse, pulse wave |
| 13th | blight, gravity sinkhole |
| 17th | destructive wave, steel wind strike |
Unholy Channeling
A Decimation paladin of 3rd level or higher gains the following two Unholy Channeling options.
Sickening Emanence. Dim, greenish light spreads within a 10-foot-radius sphere centered on yourself. The light spreads around corners, and it lasts until the spell ends.
When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 2d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
Dread Challenge. You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your unholy demand. For 1 minute, it has disadvantage on attack rolls against creatures other than you.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Aura of Abhoration
Starting at 7th level, enemies within 10 feet of the paladin, take a penalty to melee weapon damage rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can be affected by this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.
Unnatural Resistance
At 15th level, the paladin gains resistance to damage from magical weapons.
Doom Lord
At 20th level, the paladin can, as an action, surround themself with an aura of doom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy starts its turn in the aura, it takes 1d10 necrotic damage. Additionally, creatures they choose in the aura are shrouded deeper and have disadvantage on attack rolls that rely on sight, against creatures not draped in this shadow.
While the aura lasts, the paladin can use a bonus action on his or her turn to cause the collective dread in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes psychic damage equal to 3d10 + the paladin’s Charisma modifier.
After activating the aura, the paladin can’t do so again until he or she finishes a long rest.
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