🦸♀️(Legacy) 5e - 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.
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.
Level 3: Oath Spells
You gain oath spells at the paladin levels listed below. You always have these spells prepared and they don’t count against the maximum number of spells you can prepare each day.
3rd level: ☄️Armor of Agathys, ☄️Cause Fear
5th level: ☄️Hold Person, ☄️Spiritual Weapon
9th level: ☄️Bestow Curse, ☄️Fear
13th level: ☄️Dominate Beast, ☄️Stoneskin
17th level: ☄️Cloudkill, ☄️Dominate Person
Level 3: Guided Strike
When you or a creature within 30 feet of you misses with an attack roll, you can use your Reaction to expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit.
Level 6: Aura of Conquest
You constantly emanate a menacing, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the ☠️Incapacitated condition.
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 1/2 x your paladin level if it starts its turn there.
Level 9: Unstoppable Conquest
You do not tolerate those who would stand in the way of your quest. Once per turn, when you hit a Large or smaller creature with a melee attack, you can force them to make a STR Save against your spell save DC. Failure: The Target is knocked ☠️Prone.
At 18th level, this ability can also effect Huge creatures.
Level 13: Scornful Rebuke
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 CHA modifier (minimum of 1) if you’re not ☠️Incapacitated.
Level 17: Invincible Conqueror
You gain the ability to harness extraordinary martial Expertise. As a Bonus 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
18 to 20on the d20.
Once you use this feature, you can’t use it again until you finish a long rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).