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Oath of Annihilation

The Oath of Annihilation is as ancient as the darkness between stars. Paladins who take this oath—sometimes called antipaladins, dark paladins, or death knights— represent the antithesis of the ideal protector knight. They see themselves as divine instruments of reckoning and foretellers of armageddon. Despite their extreme viewpoint and often brutal behavior, they still conduct themselves honorably and expect to be treated with respect. Many who swear this oath are devoted to gods of destruction, chaos, and war.

Tenets of Annihilation

The principles of this oath are simple and emphasize the value of strength above all else.
  Extinguish the Weak: An opponent who lacks the strength to prevail in combat must be ushered into the embrace of death.
Maintain the Balance: For life to flourish, there must be destruction. The strong endure; the weak succumb.
Revel in Destruction: All things end. Everyone has only a limited time to experience mortal delights and should revel in them, especially combat and strife.
Embrace the End: Death should not be feared. Since it comes for everyone, be prepared for it at any time.
 

Oath Spells

Paladin Level Spells
3rd Bane, Proselytize
5th Augury, Shatter
9th Bestow Curse, Phantom Steed
13th Blight, Caustic Waste
17th Contagion, Hallow
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
      Vow of Ruin: As a bonus action, you can utter a vow of ruination, using your Channel Divinity. For 1 minute, each time you hit an object or Construct, the attack is a critical hit. If your weapon is nonmagical, it becomes a magic weapon with a +1 bonus to attack rolls and damage rolls for the duration.
      Wither Foe: As an action, you can present your holy symbol and speak a prayer of damnation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Charisma saving throw. On a failed save, it takes necrotic damage equal to your Charisma modifier + your paladin level, and it has disadvantage on saving throws for 1 minute or until it is reduced to 0 hit points.
 

Aura of Inevitability

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. When you or a friendly creature within 10 feet of you takes damage, the damage is reduced by an amount equal to your Charisma modifier (minimum of 1). At 18th level, the range of this aura increases to 30 feet.
 

Annihilating Smite

Starting at 15th level, your smites are powerful enough to bring your foes to their knees. When you use your Divine Smite against a creature that is Large or smaller, the creature must succeed on a Strength saving throw against your spell save DC or be knocked prone.
 

Harbinger of the End

At 20th level, you can use an action to assume the form of a harbinger of the apocalypse. Your appearance alters in some frightening way of your choosing. For example, your skin could take on the texture of broken stone and magma, your hair could become flames, or you could sprout demonic horns and a tail. For 1 minute, you gain the following benefits:
  • When you reduce a creature to 0 hit points, you regain 20 hit points.
  • Creatures don’t have resistance to the damage you deal, even if they normally have such resistance. A creature can still be immune to the damage you deal.
  • Each creature of CR 10 or lower that starts its turn within 15 feet of you is frightened of you.
  • Once you use this feature, you can’t use it again until you finish a long rest.


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