Oath of Execution (5e Subclass)

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Oath of Execution[edit]

Paladins of Execution are a brutal force to be dealt with. They appear when someone or something must be executed, and others don't have enough power to deal with a target. It might be a wicked witch or a mighty dragon, for them it matters not. They need prey. They hunt it down, and eventually kill it or get killed. Though don't be fooled that they underestimate their enemies. They will take time to prepare, for there is no use of a fool, who goes on a dragon hunt alone or unarmed. They do this for different reasons. Some want to protect innocents, others desire glorious battles with powerful entities. Also, they are not restricted by any sources of their divine power, only by dogmas. You can talk with your DM about how your paladin got their magic. For example they could belong to some god, but they can do it through sheer will too. Or you can be edgy, I guess.

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Tenets of Execution

Though the exact words and strictures of the Oath of Execution vary, paladins of this oath share these tenets:
Composure Kill with no emotion. Pity is for the rest, not for you.
Know your enemy Try to collect information about your enemies when possible.
Detachment Never allow personal matters to get in the way of the killing.

Oath of Execution Spells
Paladin Level Spells
3rd inflict wounds, hellish rebuke
5th shadow blade, misty step
9th deathtouch, counterspell
13th blight, fire shield
17th cone of cold, banishing smite
Channel Divinity

When you take this Oath at 3rd level, you gain the following two Channel Divinity options:

Deadly blow You can expend your Channel Divinity to make your first attack automatically a critical hit (See for Critical hits rules on page 196 of Player Handbook).

On your knees As a bonus action, choose a creature you can see within 60 feet. The creature makes a Wisdom saving throw against your spell save DC. On a failure, they are prone for 1 minute due to the pain inflicted upon them. While prone in this way, they cannot take reactions or bonus actions. At the start of each of their turns, the creature may repeat the saving throw. On a failure, the creature must remain prone. On a success, the creature can stand back up again, having been freed from this effect.


Bloodied Hands

Starting at 3rd level, your soul has begun to yearn to kill. Your Lay on Hands pool becomes corrupted, and it may be used to harm others.
Before you hit a creature and deal damage, you can draw power from the pool to make your blows precise through focus. You can spend 15 points to gain advantage on your attacks for one turn.


Alternatively, before you declare an attack you can expend 5 points from your pool to wreath your weapon in murderous energy, allowing your next weapon attack to ignore its target’s damage resistances and immunities also you may roll one additional damage die when determining the total damage if you hit them.


Death, Blood, EXECUTION!!!

Starting at 7th level, whenever you or a friendly creature within 10 feet of you hits with attack, they can add your Charisma modifier to their damage roll. Also, you can use Divine smite, expending your Lay on Hands points. Each spell level costs 9 points. You cannot use a divine smite higher than your highest spell level.

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

Trained body - Deadly body

At 15th level, you can spend 30 Bloodied Hands points to gain resistance to bludgeoning, piercing, and slashing damage until next Dawn.


True Executioner

Starting at 20th level, you become the true destructive force, that is feared by all. Death awaits your prey.

As a bonus action, you undergo a transformation that allows you to embrace your desire to slay. For 1 minute, you gain the following benefits:

  • Every time you hit a creature with a melee attack, you deal an additional 3d8 radiant damage.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20
  • Your determination to survive and wreak havoc upon your foes heals you 2d12 hit points at the start of each of your turns.
  • Your concentration on spells can't be broken.

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

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