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Paladin, (Oath of Conquest)

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might   Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness
hit dice: 1D10
hit points at 1st level: 10 + CON modifier
hit points at higher levels: 1D10 + CON modifer (ignoring 1's) per level
armor proficiencies: Light Armor, Medium Armor, Heavy Armor, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:
• (a) a martial weapon and a Shield or (b) two Martial Weapons
• (a) five javelins or (b) any simple melee weapon
• (a) a Priest's Pack or (b) an Explorer's Pack
• Chain Mail and a holy Symbol
spellcasting:
By 2nd Level, you have learned to draw on Divine Magic through meditation and prayer to cast Spells as a Cleric does. Preparing and Casting Spells     Preparing and Casting Spells:   The Paladin table shows how many Spell Slots you have to cast your Spells. To cast one of your Paladin Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest   You prepare the list of Paladin Spells that are available for you to cast, choosing from the Paladin spell list. When you do so, choose a number of Paladin Spells equal to your Charisma modifier + half your Paladin level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots   For example, if you are a 5th-level Paladin, you have four 1st-level and two 2nd-level Spell Slots. With a Charisma of 14, your list of prepared Spells can include four Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells   You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Paladin Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list     Spellcasting Ability:   Charisma is your Spellcasting Ability for your Paladin Spells, since their power derives from the Strength of your convictions. You use your Charisma whenever a spell refers to your Spellcasting Ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Paladin spell you cast and when Making an Attack roll with one   Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier Spell Attack modifier = your Proficiency Bonus + your Charisma modifier     Spellcasting Focus:   You can use a holy Symbol as a Spellcasting Focus for your Paladin Spells
class features:
Divine Sense:   The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell   You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses     Lay on Hands:   Your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Paladin level x 5   As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool   Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one   This feature has no Effect on Undead and Constructs     Fighting Style:   At 2nd Level, you adopt a style of Fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again   Defense   While you are wearing armor, you gain a +1 bonus to AC   Dueling   When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon   Great Weapon Fighting   When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit   Protection   When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield     Divine Smite:   Starting at 2nd Level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undead or a fiend     Divine Health:   By 3rd Level, the Divine Magic flowing through you makes you immune to disease     Sacred Oath:   When you reach 3rd Level, you swear the oath that binds you as a Paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion   Your choice grants you features at 3rd Level and again at 7th, 15th, and 20th level. Those features include Oath Spells and the Channel Divinity feature   Oath Spells   Each oath has a list of associated Spells. You gain access to these Spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath Spells don’t count against the number of Spells you can prepare each day   If you gain an oath spell that doesn’t appear on the Paladin spell list, the spell is nonetheless a Paladin spell for you     Channel Divinity:   Your oath allows you to channel divine energy to fuel magical Effects. Each Channel Divinity option provided by your oath explains how to use it   When you use your Channel Divinity, you choose which option to use. You must then finish a short or Long Rest to use your Channel Divinity again   Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Paladin spell save DC     Ability Score Improvement:   When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature     Extra Attack:   Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn     Aura of Protection:   Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus   At 18th level, the range of this aura increases to 30 feet   Aura of Courage:   Starting at 10th level, you and friendly creatures within 10 feet of you can't be Frightened while you are conscious   At 18th level, the range of this aura increases to 30 feet     Improved Divine Smite:   By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an Attack, you add this damage to the extra damage of your Divine Smite     Cleansing Touch:   Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a Long Rest
subclass options:
Tenets of Conquest:   A paladin who takes this oath has the tenets of conquest seared on the upper arm   Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire   Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow     Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin     Oath Spells: You gain oath spells at the paladin levels listed
Paladin Level Spells
3rd Armour of Agathys, Command
5th Hold person, Spiritual Weapon
9th Bestow Curse, Fear
13th Dominate Beast, Stone Skin
17th Cloud Kill, Dominate Person
Channel Divinity:   When you take this oath at 3rd level, you gain the following two Channel Divinity options   Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success   Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses     Aura of Conquest:   Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover   If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there   At 18th level, the range of this aura increases to 30 feet     Scornful Rebuke:   Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated     Invincible Conqueror:   At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, 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   Once you use this feature, you can’t use it again until you finish a long rest
LevelProfFeatures1st2nd3rd4th5th
1+2Divine Sense, Lay on Hands-----
2+2Fighting Style, Spellcasting, Divine Smite2----
3+2Divine Health, Sacred Oath3----
4+2Ability Score Improvement3----
5+3Extra Attack42---
6+3Aura of Protection42---
7+3Sacre Oath Feature43---
8+3Ability Score Improvement43---
9+4-432--
10+4Aura of Courage432--
11+4Improved Divine Smite433--
12+4Ability Score Improvement433--
13+5-4331-
14+5Cleansing Touch4331-
15+5Sacred Oath Feature4332-
16+5Ability Score Improvement4332-
17+6-43331
18+6Aura Improvements43331
19+6Ability Score Improvements43332
20+6Sacred Oath Feature43332

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DewFox.

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