Yesterday I posted the Blood Magic bloodline for Sorcerous Origin for Dungeons and Dragons 5e. I thought it would be fun to do the same with some of the other classes. I don’t know how many I will do. I have two more (at least) planned… we’ll see what my use says. Anyways- enjoy.
Paladin Sacred Oath: Oath of the Fallen
Paladins take up the mantel of their faith to met out justice to evildoers and bring hope to the downtrodden and oppressed. This constant struggle exposes paladins to some of the worst experiences and evils on the planet. While many find strength and solace in their faith, others become disillusioned, frustrated and corrupted by hatred. Eventually these paladins turn to the dark gods they had promised to fight against for power and strength. To these fallen paladins the weak deserve to be crushed under boot and whip, and the good and divine are the reason the world is such a constant mess. They march across the landscape with undead and fiends at their side, culling and enslaving the weak.
Tenets of the Fallen
The tenants of the Oath of the Fallen vary with each dark god or fiend, but the means all tend to be the same.
Wrath. Hated and anger are powerful allies, use them to your full advantage.
Cull the Weak. Those that cannot defend themselves are weak and should be put to the sword or enslaved.
Break Their Will. Corrupting others to serve your dark gods (especially those in power), bolsters your own strength and stretches the influence of your deities to further realms and heights.
Survival. Do whatever it takes to ensure your survival, even if it means the destruction of a complete civilization.
Oath of the Fallen Spells
You gain oath spells at the paladin levels listed.
|3rd||Bane, False Life|
|5th||Darkness, Ray of Enfeeblement|
|9th||Animate Dead, Bestow Curse|
|17th||Contagion, Insect Plague|
Variation from Paladin Class
Divine Sense– Functions as the standard ability (PHB, pg 84), with the following changes: You no longer sense or detect evil, but instead good.
Lay on Hands– Functions as the standard ability, (PHB, pg 84), with the following changes: You can only heal evil aligned targets (or yourself). You are also able to use this on undead to heal them.
Divine Smite– Functions as the standard ability, (PHB, pg 85), with the following changes: damage is necrotic, not radiant.
Spells– Spells function as per descriptions in the magic section, however the DM may change things slightly to fit a more evil bend. This can be stating that the spell only works on evil creatures (IE- bolstering them, etc) or hinders good aligned. The DM is more than within their right to alter these spells as they see fit.
When you take this oath at 3rd level you gain the following two Channel Divinity options.
Wrack With Pain– You can use your Channel Divinity to cause enemies within a 20 foot radius to be wracked with unbearable pain. The targets must succeed a Charisma save or suffer Disadvantage to all rolls and move at half movement while in the affected area. This lasts for a number of rounds equal to the Paladin’s level.
Turn the Unholy– This functions as the Channel Divinity feature (PHB, pg 86), with the following changes: You can turn good-aligned or divine creatures.
Marching Horde– At 7th level you emit an aura that causes yourself and any friendly targets within 10 feet to gain Advantage on saves against any hold spells or those that hinder movement. At 14th level the radius is increased to 30 feet.
Death Knight– Starting at t 15th level, when are dropped to 0 HP you can restore life to yourself as a reaction in one of two ways: One– You can pull the life force from a living target within 15 feet. The target must succeed a Constitution save or take 3d4 damage, and restoring half that amount to you as HP. If the target succeeds they suffer no damage and you are only healed for 1 HP. Two- You can sacrifice an undead minion (if you have one summoned via the Animate Dead spell), giving you half of their remaining HP. If the undead is intelligent it receives a Wisdom save to resist. If the undead is successful you only receive 1 HP and the undead is no longer under your control. Once you use this ability, you must take a long rest before you can utilize it again.
Additionally you cease aging and no longer suffer any of the drawbacks of old age, and cannot be aged magically.
Unholy Champion– At 20th level your dark gods have blessed you with necrotic zeal, allowing you to become surrounded with dark energies. On your action you become surrounded by a thick miasma that spreads out for 30 feet, and gain the following benefits for 1 minute:
- At the beginning of your transformation you are instantly healed for 3d8+10 HP.
- Become resistant to damage from good aligned targets (or magical weapons).
- Any enemy target that starts their turn in the area of your miasma takes 3d6 damage (no save). Fiends and undead are immune to this effect.