Oath of Ruin (5e Subclass)
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Oath of Ruin
For the warrior that finds the Oath of Vengeance too restricting and the Oath of Conquest too unfocused, there is the Oath of Ruin. When you feel that the whole world has turned against you, and everyone must pay, there is the Oath of Ruin. Paladin’s of this oath are nearly universally broken people. They will lash out indiscriminately at everyone around them when they are in pain, but if someone can earn the respect or affection of an Oath of Ruin paladin, then they have a walking natural disaster backing them.
Tenets of Ruin
Destruction. The world will bow to you or break to you
Wrath. Anyone who sides with, supports or stands near the ones you hunt are just as guilty as them, and they will not be spared.
Terror. Fear is a tool to be used often and with great relish.
Determination. When you choose your path, you do not slow; you do not deviate, and you never stop.
You gain Oath spells at the Paladin Levels listed:
|3rd||Arms of Hadar, Hunter's Mark|
|5th||Mirror Image, Shatter|
|13th||Fire Shield, Greater Invisibility|
|17th||Conjure Volley, Seeming|
When you reach 3rd level, you gain the following two channel divinity options.
Relentless Hunter. As an action, you declare your intent to destroy a creature within 60 feet of you. The creature makes a Charisma saving throw. On a failed save, the creature is unable to conceal itself through any means and cannot take the dash action for 1 minute. On a successful save, the creature has disadvantage on Stealth checks for the same period of time.
Divine Destroyer. As an action, you channel divine energy into your weapon changing its damage die to 2d8 for 1 minute. It also also becomes a magic weapon as well as a siege weapon for the duration if it is not one already.
Aura of Terror
At 7th level, any creatures you choose that comes within 10 feet of you must make a Wisdom saving throw or be Frightened until the end of your next turn and the area encompassed by your aura becomes dim light for them. If a creature succeeds on the saving throw they are immune to the effect for 24 hours. At 18th level, the aura increases to 30 feet.
Strength through Fear
At 15th level, you gain advantage on your attack rolls against any Frightened creatures and can add your Charisma modifier to damage rolls for those same creatures.
Avatar of Destruction
At 20th level, you take on the appearance of one who can lay waste to all before them for 1 minute.
- You project magical darkness for a 30-foot radius and dim light for an additional 30 feet that you and your allies can see through normally.
- You movement speed increases by 10 feet.
- You gain 5 temporary HP for every Frightened creature within your aura at the end of your turn.
You must complete a long rest before using this ability again.