The Paladin

Okay, another quickie.

The paladin is too goodie-goodie as writ. We all know it. I want to add the Oath of Menace (AKA the Hellknight, AKA the antipaladin); most of the paladin list still works, but I will point out that the paladin gets bless but not bane; cure but not inflict. What the hell, guys? I know I can fix it in my domain, but that means no additional fire-type spells.

I can of course granted-feature it, and will; to whit:

Oath of Menace:

Oath spells:
3rd: burning hands, command
5th: blindness/deafness, scorching ray
9th: fireball, stinking cloud
13th: fire shield, wall of fire
17th: flame strike, hallow

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Aura of Weakness: As an action, you can use your channel divinity to present your weapon and surround yourself with an aura of weakness. For the next minute, you may spend your reaction when a creature ends its turn within 10 feet of you to put it at disadvantage on strength-based attacks, checks and saving throws until the end of its next turn; a creature that damages you is immune to this effect for 24 hours. This is a fear-based effect.
Judgment Gaze: As an action you can use your channel divinity to give yourself a fearsome and piercing gaze for the next minute. You gain darkvision 60′ and may see in magical darkness. You activate divine senses for free. Each round, you may lock gazes with a creature that can see you within that range; they must succeed at a charisma save or take 1d10+cha psychic damage and be turned for 1 round. This damage increases to 2d10+cha at 9th level, and 3d10+cha at 16th.

Dark Knowledge
Also at 3rd level when you select this oath, you gain access to some additional spells. These are not oath spells, in that you must prepare them, but they are paladin spells for you: bane (1st), inflict wounds (1st), darkness (2nd), darkvision (2nd), bestow curse (3rd), contagion (5th).

Aura of Menace
Starting at 7th level, you are now wreathed in danger. Whenever a creature takes damage within 10 feet of you, increase the damage by d4; this includes you.

Whenever a creature is reduced to 0 hit points within 10 feet of you, it dies and you gain your charisma bonus + paladin level temporary hit points.

At 18th level, your Aura of Weakness, of Death and of Menace all increase to 30 feet.

Font of Judgment
Beginning at 15th level, you may use Judgment Gaze without spending your Channel Divinity whenever you make a smite attack.

Outsider Form
Beginning at 20th level, you may use an action to transform into an outsider for one minute, once per short rest.

You gain resistance to three of: mundane weaponry (pierced by silver or magic), fire, cold, poison, acid, or electricity.

You grow or stow wings which give you fly 60 feet while you are lightly encumbered or below.

You grow one size category; while you are larger, double the dice of your weapons (but not other dice, like smites etc).

 

Whew!

 

Oath of Enlightenment

Oath spells:
3rd: hideous laughter, jump
5th: enhance ability, prayer of healing
9th: haste, tongues
13th: confusion, freedom of movement
17th: dominate person, mislead

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Frenzy: On your turn as a bonus action: for the next minute, you rage like a barbarian: you cannot cast spells (and lose concentration), you may not be wearing heavy armor, you have advantage on strength checks and saves and deal 2 extra damage per melee strength attack (3 at 9th level, 4 at 16th; you may pool paladin and barbarian levels to calculate this number). This state ends if you end your turn without attacking or having taken damage in the last round (unlike barbarian rage, you do NOT get resistance to weapon damage).
Preserve Life: As an action, you evoke healing energy that can restore a number of hit points equal to your paladin level. Choose any creatures within 30 feet of you and divide this hit points between them. They cannot restore a creature above half hit points, nor can they affect undead or constructs.

 

Aura of Enlightenment
Starting at 7th level, you and allies with 10 feet are immune to confusion, insanity and madness effects while you are conscious.

At 18th level, this increases to 30 feet.

Right Place; Right Time
Beginning at 15th level, you are unaffected by difficult terrain and your movement doesn’t provoke opportunity attacks.

Enlightened Aura
Beginning at 20th level, creatures of your choice that begin their turn within 60′ must make a wisdom save. A failure results in confusion — per the spell — for 24 hours. Success results in immunity to this effect.

Moreover, any creature that is confused (maddened, etc) and can see or hear you is always considered charmed by you; you may suspend the symptoms of confusion effect at will in order to take advantage of this.

 

Okay, final stretch. Here we go!

Oath of Strength

Oath spells:
3rd: fog cloud, thunderwave
5th: enlarge/reduce (self only), enhance ability
9th: call lightning, sleet storm
13th: control water, ice storm
17th: conjure elemental, hold monster

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Invoke Storm: As a standard action you can call upon storm winds that surround you for one minute; audible to 300 feet. While you are storming, ranged weapon attacks halve their range and damage. You can cast the shocking grasp cantrip while the storm lasts.
Quell Storm: As a reaction, you may spend your channel divinity and give your charisma modifier creatures within 60 ft that you choose resistance to lightning, thunder, fire or cold damage until the end of your next round.

Aura of Strength
Starting at 7th level, you and allies with 10 feet are immune to weakened effects and halve forced movement distances and exhaustion. Track fractional levels of exhaustion, which can be removed with a short rest.

At 18th level, this increases to 30 feet.

Storm Absorption
Beginning at 15th level, when you would take lightning or thunder damage, instead gain that number of temporary hit points.

You gain a swim speed 30 ft.

Giants, beasts and monstrosities of size large or larger have disadvantage on attacks against you.

Indomitable Strength
Beginning at 20th level, whenever a creature begins its turn within 30 feet of you, it loses any resistance or immunity to lightning, thunder, slashing, piercing, or bludgeoning damage. You may suppress this effect for creatures you choose.

 

 

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About lackhand

I was born in 1984 and am still playing games, programming computers, and living in New York City. View all posts by lackhand

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