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View Full Version : D&D 5e/Next Paladin Sacred Oath: Oath of Domination



Oerlaf
2017-12-06, 01:45 PM
Paladin: Oath of Domination[Conversion from 4E]

Tenets of Domination

Lawful Crusade. Chaos is a cancer, undermining civilization's advance, fomenting crimes, sowing discord, and encouraging upheaval. Crusade for order at any cost.
Stability. When necessary, enforce your will harshly, making examples of the disobedient. Good and evil are methods, not ends - they can both bring stability. Seek out the basest threats to stability, but DO NOT give in to true tyranny, destroying the hearts and minds of subjects to make certain they obey every command.
Authority. Within a group, push for ideas that involve imposing order on the situation most efficiently. Support authority, acknowledging the most effective leader of a group you're in even if that individual is not you.
Earn Dominance. Have your leader handle situations competently or step down. Dominance is earned, not claimed.


Oath Spells.
You gain oath spells at the paladin levels listed.


Level
Spells


3rd
charm person, command


5th
hold person, suggestion


9th
fear, hypnotic pattern


13th
confusion, dominate beast


17th
dominate person, hold monster







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

Dread Smite. The dark coldness at the heart of domination makes your strike all the more crippling.
When you attack a creature with a weapon, you may deal it 2 + your Charisma modifier cold damage. If the attack hits, it also takes 5 cold damage at the start of each of its turns for 1 minute. The creature may attempt a Constitution saving throw at the end of each of its turns, ending the effect on success.
When you reach 7th character level, the initial damage increases to 4 + your Charisma modifier.
When you reach 17th character level, the initial damage increases to 7 + your Charisma modifier, and the damage at the start of the target's turns increase to 10 cold damage.
Shroud of Shadow. A misty cloud of gloom swirls about you, confounding your enemies and fortifying your resolve. As a bonus action, you gain half cover until the end of your next turn and 5 temporary hit points.
When you reach 11th character level, the number of temporary hit points increases to +10.

Deadly Aura. At your command, dark mist flows from your wounds and works its way into your enemies' injuries.
Starting at 7th level, whenever you have less than half your maximum hitpoints, hostile creatures within 10 feet of you take a number of damage equal to your Charisma modifier after they are hit by any attack.
At 18th level the range of this aura increases to 30 feet

Avatar of Subjugation. Life is a struggle between the strong and the weak, between victors and victims. You are a champion. never surrendering, never conceding defeat.You can draw blood from your allies in exchange for a measure of invulnerability.
At 15th level, you can use your action to make a melee weapon attack against a creature you can reach. Instead of normal damage dealt by the weapon, you deal 3d12 + your Charisma modifier necrotic damage on a hit, or half as much damage on a miss.
In addition, you gain the following benefits for 1 minute:

You gain a +2 bonus to attack rolls.
You gain 5 temporary hit points at the start of each of your turns.
As a bonus action, you may choose one willing ally. That ally takes 5 necrotic damage which cannot be reduced or prevented in any way but gains 10 temporary hit points.


Mortal Dread. You can awaken a killing dread in your opponent. This mortal fear magnifies apparent threats and confuses your enemy as it flails about looking for escape.
Beginning at 20th level, you can use your action to make a melee weapon attack against a creature you can reach. Instead of normal damage dealt by the weapon, you deal 2d12 + your Strength modifier on a hit, and the target must make a Wisdom saving throw or take 15 psychic damage at the start of each of its turns for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on success. If the target ends its next turn within 5 feet of you or any of your allies, it cannot make the saving throw to end the effect.
On a miss, you deal half damage and the psychic damage the target takes decreases to 10.