Oath of Domination (5e Subclass)

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Oath of Domination[edit]

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You know why they fear me? Not because I am the best there is. It's because I know it.

Art from Diablo III

Paladin Subclass

The Oath of Domination is invoked by those who see themselves as first among others. They carry their lives to make sure their lead will be the most beneficial for others to follow, to bring absolute order where there is none, to correct what was wronged and to lead others as first before the masses. It is not enough to lead, though; They must be shining beacons, a goal for others to pursue, the very model of perfection any should try to grasp.

Many of those paladins go as far as rallying nobles, mercenaries, bandits or common folk, trying to gather as many allies and real power as they can to further increase their influence over the lands and people. Some of them rise to a position of nobility, others found orders or monasteries. Some even capitalize on unrest or other big-scale events and crown themselves as rulers on lands torn apart by unrest and lack of defined power. Few succeed, although there are tales of those who become full-fledged kings and queens.

Tenets of Domination

A paladin who takes this oath has the tenets of domination engraved on their armor, banner or even their own flesh.
Stand as First Between Many. You must be the one others seek for help, the one others use as an example, the one to face any challenge, and be the best option available. And if someone comparable to you rises, you must dedicate your whole being to improve and outpace your competitor or be left behind a greater man.
Rule as No Other. You strive to gain influence and power to rival anyone you deal with. You will not be looked down on by anyone, and if great noble, sacred priest or member of royal family will start dealing with you, you must show them you are to be treated at the worst as an equal.
Annihilate Your Foes. It is not enough that you have won a battle against someone. You must bring those you conquered to their knees, and show them only by obeying you, and following your example they can attain even a fraction of your glory. Your word is law, and your hands enforce it.

Oath of Domination Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd command, heroism
5th hold person, spiritual weapon
9th fear, spirit guardians
13th banishment, fire shield
17th dominate person, wall of force
Channel Divinity

When you take this Oath at 3rd level, you gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Shining Example

You can use your Channel Divinity to show others what a brilliant adversity they will face. As an action, you can start emitting bright light in a 30-foot radius for 1 minute. Each hostile creature in this light and not behind total cover that is opaque must make a Constitution saving throw or be blinded for 1 minute. A creature blinded by this feature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a failed save. If the creature succeeds on this save, it is immune to this feature for the next 24 hours.

Crushing Power

As a bonus action, you can use your Channel Divinity to designate a creature you can see within 30 feet of you. You can add your Charisma modifier to each damage roll you make against this creature for 1 minute or until it drops to 0 hit points or falls unconscious, at which point you can designate new creature within range (no action required).

Aura of Subjugation

Starting at 7th level, you emanate a hostile aura that makes it difficult for your foes to move. The area within 10 feet of you is considered difficult terrain for each hostile creature.

At 18th level, the range of this aura increases to 30 feet.

Excelling

Starting at 15th level, you have advantage on all skill checks you are proficient with.

Brilliant Ruler

At 20th level, you can assume the form of the perfect being. Using your bonus action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You gain advantage on all saving throws and attack rolls.
  • Hostile creatures within 10 feet of you become vulnerable to radiant damage.

Once you use this feature, you can't use it again until you finish a long rest.

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