Giegue
2016-06-09, 01:40 PM
Oath of Domination
http://i.imgur.com/DC8Q5QG.jpg
While most Paladins would like to believe the law is just the sad truth is that many times, it is not. Often times the law is actually a tool of evil, used to shield a selfish and decadent ruling class from the repercussions of their sins against the common people. However, it is exceedingly rare for such societies to view themselves as wicked. Tyrants and their servants often delude themselves into thinking that the corrupt order from which they benefit is righteous and just. They see selfishness as the base humanoid condition, and in their warped minds absolute rule by an “enlightened” elite is the only thing that can maintain peace and prosperity in their lands.
In such societies, some individuals become so devoted to the corrupt status quo that they will do anything to defend it. In times of unrest or rebellion within these societies, such individuals often take up “sacred” oaths of domination. A twisted mockery of the more benevolent Paladin oaths, the Oath of Domination is a passionate and ruthless commitment to enforcing the rule of law, corrupt or otherwise, and obtaining great personal power to do that. Paladins who take the oath of domination are the forceful, driven defenders of a corrupt social order that sees the elite oppress the masses. While often lawful evil in alignment, Paladins who take up this oath are distinctly not oathbreakers; unlike their fallen peers who have abandoned righteousness for more sinister ends Paladins who take this oath instead view a corrupt social order as righteous and just.
Oath Tenants
Power is Everything
Power is the universal language and the key to fulfilling my duties and goals. I will have power, and I will do whatever I deem necessary to obtain it.
The Law is Paramount
The law is the only thing saving us from self-destruction. I will obey the laws of my land and respect the laws of lands I enter to the best of my ability. I will uphold the law even when others would deem it corrupt or flawed.
Respect for Authority
While I seek power, I do so in accordance with the social order. I will show those of higher status than myself proper respect, though I may still work against them if I do so within the bounds of the law.
Judge, Jury and Executioner
I may believe in the law, but sometimes I must act quickly to defend it. If the law is silent on a matter or would be prohibitive to protecting myself, my comrades, my land or its interests, I may take matters into my own hands and do whatever I deem necessary to succeed.
Oath of Domination Spells
3rd: Hunter's Mark, Wrathful Smite
5th: Hold Person, Misty Step
9th: Fear, Haste
13th: Dimension Door, Locate Creature
17th: Dominate Person, Modify Memory
Channel Divinity
When you take this oath at 3rd level. you gain the following 2 channel divinity options.
Enforce Order. As an action, you present your holy symbol and assert your divine authority over lawbreakers, using your channel divinity. Each chaotic-aligned creature that can see or hear you within 30ft must make a wisdom saving throw. If a creature fails it’s saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and can’t willingly move to a space within 30ft of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there is nowhere to move, the creature can use the dodge action.
Requisition. You can use your action to target one humanoid you can see within 30 feet. The target must make a wisdom saving throw vs. your Paladin spell save DC. On a failed save, the target must obey your commands for 1 minute or until you use this feature again. On a successful save that creature cannot be targeted by this feature again. Creatures with a challenge rating equal to or greater than your Paladin level are immune to this feature.
Aura of Oppression
Starting at 7th level you exude a powerful presence that shatters the will off creatures around you. Starting at 7th level, when a creature starts it's turn within 10ft of you it must make a Wisdom saving throw vs. your Paladin spell save DC. On a failed save, the next time the target makes an attack roll or saving throw, it rolls 1d4 and subtracts the result from it's roll.
At 18th level, the range of this aura extends to 30ft.
Absolute Rule
Starting at 15th level, you can force the yoak lasting servitude upon others. When a humanoid fails it's wisdom save against your Requisition Channel Divinity, it must obey your commands for 24 hours instead of 4 hours, though it is still free from this effect if you use your channel divinity again as-per it's normal rules.
Sovereign's Mercy
At 20th level you can show your enemies the form off your mercy, ending their life with a single blow. When you successfully hit an enemy with a melee weapon attack, you can use your bonus action to forgo dealing any damage with that attack. If you do, that creature suffers the effects of a Power Word Kill spell as if they had that spell cast on them. Once you use this ability, you cannot use it again until you complete a long rest.
Any help or suggestions for balancing this/making it less broken would be appreciated! General thoughts also welcome!
http://i.imgur.com/DC8Q5QG.jpg
While most Paladins would like to believe the law is just the sad truth is that many times, it is not. Often times the law is actually a tool of evil, used to shield a selfish and decadent ruling class from the repercussions of their sins against the common people. However, it is exceedingly rare for such societies to view themselves as wicked. Tyrants and their servants often delude themselves into thinking that the corrupt order from which they benefit is righteous and just. They see selfishness as the base humanoid condition, and in their warped minds absolute rule by an “enlightened” elite is the only thing that can maintain peace and prosperity in their lands.
In such societies, some individuals become so devoted to the corrupt status quo that they will do anything to defend it. In times of unrest or rebellion within these societies, such individuals often take up “sacred” oaths of domination. A twisted mockery of the more benevolent Paladin oaths, the Oath of Domination is a passionate and ruthless commitment to enforcing the rule of law, corrupt or otherwise, and obtaining great personal power to do that. Paladins who take the oath of domination are the forceful, driven defenders of a corrupt social order that sees the elite oppress the masses. While often lawful evil in alignment, Paladins who take up this oath are distinctly not oathbreakers; unlike their fallen peers who have abandoned righteousness for more sinister ends Paladins who take this oath instead view a corrupt social order as righteous and just.
Oath Tenants
Power is Everything
Power is the universal language and the key to fulfilling my duties and goals. I will have power, and I will do whatever I deem necessary to obtain it.
The Law is Paramount
The law is the only thing saving us from self-destruction. I will obey the laws of my land and respect the laws of lands I enter to the best of my ability. I will uphold the law even when others would deem it corrupt or flawed.
Respect for Authority
While I seek power, I do so in accordance with the social order. I will show those of higher status than myself proper respect, though I may still work against them if I do so within the bounds of the law.
Judge, Jury and Executioner
I may believe in the law, but sometimes I must act quickly to defend it. If the law is silent on a matter or would be prohibitive to protecting myself, my comrades, my land or its interests, I may take matters into my own hands and do whatever I deem necessary to succeed.
Oath of Domination Spells
3rd: Hunter's Mark, Wrathful Smite
5th: Hold Person, Misty Step
9th: Fear, Haste
13th: Dimension Door, Locate Creature
17th: Dominate Person, Modify Memory
Channel Divinity
When you take this oath at 3rd level. you gain the following 2 channel divinity options.
Enforce Order. As an action, you present your holy symbol and assert your divine authority over lawbreakers, using your channel divinity. Each chaotic-aligned creature that can see or hear you within 30ft must make a wisdom saving throw. If a creature fails it’s saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and can’t willingly move to a space within 30ft of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there is nowhere to move, the creature can use the dodge action.
Requisition. You can use your action to target one humanoid you can see within 30 feet. The target must make a wisdom saving throw vs. your Paladin spell save DC. On a failed save, the target must obey your commands for 1 minute or until you use this feature again. On a successful save that creature cannot be targeted by this feature again. Creatures with a challenge rating equal to or greater than your Paladin level are immune to this feature.
Aura of Oppression
Starting at 7th level you exude a powerful presence that shatters the will off creatures around you. Starting at 7th level, when a creature starts it's turn within 10ft of you it must make a Wisdom saving throw vs. your Paladin spell save DC. On a failed save, the next time the target makes an attack roll or saving throw, it rolls 1d4 and subtracts the result from it's roll.
At 18th level, the range of this aura extends to 30ft.
Absolute Rule
Starting at 15th level, you can force the yoak lasting servitude upon others. When a humanoid fails it's wisdom save against your Requisition Channel Divinity, it must obey your commands for 24 hours instead of 4 hours, though it is still free from this effect if you use your channel divinity again as-per it's normal rules.
Sovereign's Mercy
At 20th level you can show your enemies the form off your mercy, ending their life with a single blow. When you successfully hit an enemy with a melee weapon attack, you can use your bonus action to forgo dealing any damage with that attack. If you do, that creature suffers the effects of a Power Word Kill spell as if they had that spell cast on them. Once you use this ability, you cannot use it again until you complete a long rest.
Any help or suggestions for balancing this/making it less broken would be appreciated! General thoughts also welcome!