Oath of Domination (5e Subclass)
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Oath of Domination
|You know why they fear me? Not because I am the best there is. It's because I know it.
Art from Diablo III
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 benefitting 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 to pursue for others, 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 could to further increase their influence over the lands and people. Some of them rise to position of nobility, others find 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 succed, although there are tales of those that became 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 any one 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 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 enforcers of it.
Oath of Domination Spells
You gain oath spells at the paladin levels listed.
|5th||Hold Person, Spiritual Weapon|
|9th||Spirit Guardians, Fear|
|13th||Fire Shield, Banishment|
|17th||Dominate Person, Wall of Force|
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 briliant adversity they will face. As an action, you can start emiting bright sunlight in 30 feet radius for 1 minute. Each hostile creature that finds itself in this light and not behind total cover that is opaque must make Constitution saving throw against your spell save DC 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 succeds on this save, it is immune to this feature for the next 24 hours.
- Crushing Power
As a bonus action, you can destignate a creature you can see within 30 feet of you, using your Channel Divinity. You can add your Charisma modifier to every damage roll against this creature for 1 minute or until it drops to 0 hit points or falls unconscious, at which point you can destignate new creature within range, until one minute passes.
Aura of Subjugation
Starting at 7th level, you emanate hostile aure that makes it difficult for your foes to move. Area within 10 feet of paladin is considered a difficult terrain for each hostile creature.
At 18th level, the range of this aura increases to 30 feet.
Starting at 15th level, you have advantage on all skill checks you are proficient with.
At 20th level, you can assume the form of 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.
- Enemy 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.