Oath of Domination
Oath of Domination
Oath of Domination
Oath of Domination
Paladins who take the oath of domination are driven
by their raw emotions such as hate, attachment, anger,
love, and greed. They seek freedom from the shackles
of society and oppression upon them. With a single-
minded focus to dominate their enemies and further
their own passions, they learn darker magic and force
who stand against them to bend to their victory. Those
that take this oath aren’t always necessarily evil, as
often the attachment to one’s loved ones and the desire
to protect them at any cost can let them go down this
path in life.
Tenets of Domination
A paladin who seeks to dominate recites this oath to
themselves often, to remind themselves of what they
fight for and why they sought this path in the first place.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd dissonant whispers, false life takes necrotic damage equal to your paladin level + your
Charisma modifier (minimum of 1), or half as much on a
5th hold person, detect thoughts successful save. You regain hit points equal to the damage
9th lightning bolt, slow taken by the creature.
13th freedom of movement, blight Overwhelming Hate. As an action, your passion and
hatred can overwhelm those that surround you and make
17th dominate person, wall of force them lose their force of personality. Each creature of your
choice that you can see within 30 feet of you must make
Necrotic Smite a Charisma saving throw. On a failed save, the creature
Starting at 3rd level, you can choose to cause necrotic becomes frightened of you for 1 minute. The frightened
damage instead of radiant damage as part of your divine creature can repeat this saving throw at the end of each of
smite. However, you must choose which of the damage its turns, ending the effect on itself on a success.
types you’re using before you smite, and you cannot
switch damage types until the start of your next turn. Aura of Menace
Starting at 7th level, you exude a menacing aura that
Channel Divinity protects you and your allies from those that stand against
Starting at 3rd level, you gain the following channel you. When an allied creature takes damage within 10 feet
divinity options. of you, the damage is reduced by an amount equal to your
Sap Life. As an action, you expend a use of your Charisma modifier (minimum of 1).
Channel Divinity to steal someone else’s life to fuel your
own. Choose one creature within 60 feet of you that you At 18th level, the range of this aura increases to 30 feet.
can see that isn’t a construct. That creature must make a
Constitution saving throw. On a failed save, the creature
This is unofficial fan content, and does not reflect the ideas or opinions of Wizards of the Coast.
Sustain Life
Staring at 15th level, you can keep yourself conscious and
cling to life when you would normally be in the process of
dying. Having 0 hit points doesn’t knock you unconscious.
You still must make death saving throws, and you suffer
the normal effects of taking damage while at 0 hit points.
However, you can still die by failing death saving throws.
Dark Avatar
Upon reaching 20th level, you have become a lord of
darkness. As an action, you can shroud yourself with the
dark energy that surrounds you. For the next minute, you
gain the benefits listed below:
Once you use this feature, you must finish a long rest
before you can use it again, unless you spend a spell slot
of 5th-level or higher to use it an additional time
Credits
Created by AaronRakuu (/u/shadowraikou)
Artist Credits:
Both artworks by Jake Bartok
https://www.instagram.com/jakebartok/
This is unofficial fan content, and does not reflect the ideas or opinions of Wizards of the Coast.