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mcumoric
2020-10-10, 11:10 PM
Oath of the Silver
Paladins of silver are paladins who embody the fight against the creatures of the night. They employ tactics that make all fiends and lycanthropes shutter in fear.

Tennents of Silver

Slay the evil
If something has a habit of killing the innocent, they deserve to die like the monster they are.

Monstrous ones pay
If a creature is monstrous it's probably evil.

Oath of silver spells
Paladin level - spells
3rd - Hunters mark, Snare
5th - Hold person, Moonbeam
9th - Remove curse, Counter spell
13th - Mordenkainen’s faithful hound, Charm monster
17th - Hold monster, Wall of light (XGE).

Channel divinity: Enchant weapon
You can use your channel divinity to cause a weapon that you touch with your holy symbol to ignore resistance and immunity to non magical weapons that are not silvered for the next week.

Channel divinity: Turn the unholy
You can use your channel divinity to utter holy words that are painful to some monsters. As an action you can present your holy symbol, and each fiend, shapeshifter or creature that is immune or resistant to non magical weapons not made of silver within 30 feet of yourself must make a wisdom saving throw. On a failed save the creature 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 it can't willingly move to a space within 30 feet 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's nowhere to move, the creature can use the Dodge action.

Aura of slaying
Starting at the 7th level, you and friendly creatures within 10 feet of yourself deal an extra 1d6 + your proficiency modifier damage to fiends, undead and shapeshifters. They also ignore any creature's resistance and immunity to non magical bludgeoning, piercing and slashing. At 18th level this aura increases to 30 feet.

Slaying smite
Starting at the 15th level, when you use your divine smite against a creature that lacks all of their hit points you deal an additional 1d8 points of your weapon damage.
In addition your divine smite deals an extra 1d8 of radiant damage to fiends and shapeshifters (Indifferent from undead).

Slaying being
At 20th level, you channel the power of light, which ades you in monster slaying. For the next minute you gain the following benefits:
Your melee weapon attacks deal an additional 4d6 psychic damage to fiends, undead and shapeshifters.
When you hit a shapeshifter with a weapon attack, they immediately revert back to your base form.
Evil creatures within 30 feet of you take 1d6 psychic damage at the beginning of each of their turns.
Once you use this feature you may not use it again until you complete a long rest.