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Oath of Annihilation

Chaos and entropy are everywhere, and Oath of Annihilation Paladins revel in it. They are the quintessential nihilists; the epitome of destructivism. These warriors of chaos believe that the rule of Law must be broken down and destroyed; crushed beneath the bootheel of real strength, and ultimate power.

Having discovered, and made a pact with, the Primordial Annihilation, these unholy warriors are the enemy of all; even, some say, to their own monastic order. They will only cooperate with another being for as long as it suits their own wants, ends, and nefarious needs. True enigmas, Oath of Annihilation Paladins are very rare, and viewed with immediate distrust.

Tenets of Annihilation

  • Rejection of Objective Meaning. There is no inherent or universal meaning in life. Concepts like morality, purpose, and truth are not objectively real, but are human constructs without absolute grounding.
  • Skepticism Toward Knowledge and Truth. Question the validity of established truths, doctrines, and ideologies. They are mostly arbitrary or meaningless.
  • Denial of Inherent Value or Morality. "Values", "ethics", and "morality" are subjective, and only culturally relative.
hit dice: d10 per Oath of Annihilation level
hit points at 1st level: See Paladin
hit points at higher levels: See Paladin
armor proficiencies: See Paladin
weapon proficiencies: See Paladin
tools:
saving throws: See Paladin
skills: See Paladin
starting equipment:

Greataxe and five javelins; or, a Shield and a Longsword, with a shortbow and twenty arrows.

spellcasting:
Level Spell
3 Armor of Agathys, Command, Detect Evil and Good
5 Eldritch Blast, Hold Person
9 Bestow Curse, Fear
13 Dominate Beast, Stoneskin
17 Cloudkill, Dominate Person
class features:

Aura of Entropy

Beginning at 7th level, you constantly emanate an aura while you are not incapacitated. The aura extends 10' from you in every direction, nullifying magic within your sphere of influence. Spells cannot be cast within the sphere; likewise, spells cast targeting creatures or objects within the sphere fail. The sphere is entirely divorced from the magical energies that suffuse the multiverse. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
Targeted effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a longsword, +1 in the sphere functions as a nonmagical longsword.
Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.
Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.
Further, a magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

Random Rebuke

Starting at 15th level, whenever a creature hits you with an attack, that creature takes a random damage type equal to your Charisma modifier (minimum of 1) as long as you're not incapacitated.
Roll Damage Type
0-10 Acid
11-20 Force
21-30 Cold
31-40 Lightning
41-50 Necrotic
51-60 Poison
61-70 Radiant
71-80 Psychic
81-90 Thunder
91-100 Fire

Implement of Destruction

At 20th level, as an action, you can magically become an Avatar of Entropy, gaining the following benefits for 1 minute:
  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
subclass options:

Channel Divinity:

Upon choosing this Oath at 3rd level, a Paladin gains the following two Channel Divinity options:

  • Dismaying Presence. As an action, you can force each creature you can see to make a DC18 Wisdom Saving Throw, or become frightened of you for one minute on a failure. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Entropic Strike. When you make an attack roll, you can Channel your Divinity to guide your strikes, adding a +10 to the attack roll after you see the roll, but before the DM determines whether or not the attack hits.

Created by

harldawg.

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