Paladin - Oath of the Damned

1 Pages • 767 Words • PDF • 2.4 MB
Uploaded at 2021-09-24 14:36

This document was submitted by our user and they confirm that they have the consent to share it. Assuming that you are writer or own the copyright of this document, report to us by using this DMCA report button.


Channel Divinity

Oath of the Damned

The Oath of the Damned marks a paladin’s soul for doom. Whether through bargains with archdevils or demon lords or by binding a fiend to oneself, these paladins gained the might of the lower planes. Demon knights will tear through their foes and spread chaos, while devil knights are subtler in their approach, causing others to submit by subjugation and subterfuge. In either case, their thirst for power is only exceeded by the fiends, themselves. Few of these paladins may turn their arms against the lower planes, stealing their dark powers for themselves and vowing to vanquish any fiend in their path. These knights are known as fiend slayers or ravagers. Tenets of the Damned

The tenets of the Damned vary, as demons, devils, and other denizens of the lower planes have different approaches to them. Nonetheless, fiendish ideals can be generalized. Accept Damnation. By swearing your oath, your soul is forfeit. You are a sinner regardless of your actions. Might Controls All. Continue to gain power and status, for all else is meaningless. Stand Undeterred. Let nothing come between you and your goals. Endure any torment and eliminate any obstacles. Oath Spells

You gain oath spells at the paladin levels listed. Paladin level Spell 3rd

cause fear, hellish rebuke

5th

darkness, enthrall

9th

enemies abound, fear

13th

compulsion, wall of fire

17th

destructive wave, planar binding

v. 1 | by Lobstaris using GMBinder Volcano Knight by Kohei Hayama.

When you take this oath at 3rd level, you gain the following two Channel Divinity options. Condemmed Weapon. When you take the Attack action on your turn, you can forgo one of your attacks and use your Channel Divinity to swing your weapon in a dark fury. Each creature in a 10-foot cube originating from you must make a Dexterity saving throw. On a failed save, it takes damage equal your weapon's damage. For the next minute and on each of your subsequent turns, you can continue to forgo one of your attacks to sweep your weapon again. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. Mark of Corruption. As an action, you can use your Channel Divinity to mesmerize your foe with your presence. A creature of your choice within 30 feet of you must make a Wisdom saving throw. On a failed save, the target is charmed by you. This effect ends after 1 minute or until the creature takes any damage. If the creature is a humanoid, you can ask it to make a simple, reasonable request as a bonus action. Asking the target to harm itself or to partake in an obviously harmful act won't work. The target will perform the request described to the best of its ability until the duration ends. Ebon Eyes

At 7th level, your eyes pierce the shadows. You can see normally in darkness, both magical and nonmagical, to a range of 120 feet. Whenever you see a hostile creature within this range reduced to 0 hit points, your speed increases by 20 feet and creatures have disadvantage on opportunity attacks against you until the end of your next turn. Relentless

At 15th level, you march onwards, shrugging off mental and physical blows. You are immune to being charmed, and when are targeted by an attack, you can use your reaction to gain temporary hit points equal to half your paladin level, which take as much of the triggering damage as possible. These temporary hit points last until the start of your next turn. Icon of Sin

At 20th level, nothing is safe as your wickedness consumes you. As an action, you can transform for 1 minute and gain the following benefits: Wings sprout from your back and grant you a flying speed of 30 feet. Your weapons' reach increases by 10 feet. At the start of each of your turns, each creature besides you within 5 feet of you takes 3d6 fire damage, and flammable objects in the aura that aren't being worn or carried ignite. As an action, you can make a melee attack against any number of creatures within 30 feet of you, with a separate attack roll for each target. After making all of your attacks, each target takes 3d6 fire damage and your transformation ends. Once you use this feature, you can't use it again until you finish a long rest.
Paladin - Oath of the Damned

Related documents

1 Pages • 767 Words • PDF • 2.4 MB

4 Pages • 1,261 Words • PDF • 1.6 MB

54 Pages • 49,007 Words • PDF • 13.2 MB

276 Pages • 91,924 Words • PDF • 6.4 MB

228 Pages • PDF • 110.3 MB

36 Pages • 12,176 Words • PDF • 1.3 MB

148 Pages • PDF • 15 MB

7 Pages • 48 Words • PDF • 4.2 MB

148 Pages • PDF • 45.9 MB

340 Pages • 144,352 Words • PDF • 2.6 MB

58 Pages • 21,176 Words • PDF • 227.6 KB