Oath of Ruin (5e Subclass)

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Oath of Ruin[edit]

Paladin Subclass

For the warrior who 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. Paladins 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

The tenets of the Oath of Ruin are simple and demand little more than destruction. Its central principles are as follows:
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.

Oath of Ruin Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd arms of Hadar, hunter's mark
5th mirror image, shatter
9th fireball, haste
13th fire shield, greater invisibility
17th conjure volley, seeming
Channel Divinity

When you take this oath at 3rd level, you gain the following 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 Dexterity (Stealth) checks for the same period of time.
Divine Destroyer. As an action, you channel divine energy into a weapon you are holding, changing its damage die to 2d8 for 1 minute. It also becomes a magic 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 attack rolls you make against creatures that are frightened of you. When you deal damage to a creature that is frightened of you, it takes additional necrotic damage equal to your Charisma modifier.

Avatar of Destruction

At 20th level, you can transform into an avatar of destruction that can lay waste to all before you. As an action, you assume a destructive form, gaining the following benefits 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.
  • Your movement speed increases by 10 feet.
  • At the end of each of your turns, you gain 5 temporary hit points for each creature within 30 feet of you that is frightened of you.

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

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