Oath of Superiority (5e Subclass)
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Oath Of Superiority
Those who take the Oath of superiority constantly thrive to be better. They seek to surpass both themselves and others, be it by combat, adventure, exploration, or other means. Those who take this Oath accept that they will never be satisfied, for there is always someone to surpass, even if that someone is themselves. They also know their path most likely will end in bloodshed, for power attracts challenge.
- Tenets of Superiority
Growth. Whether is be strength of blade, magic, or friends and allegiances, it is your duty to accumulate power in all its forms. You must never grow complacent and placid, rather you must constantly seek to thrive, grow, and surpass others and yourself.
Might makes right. 'Good' and 'Evil' are irrelevant, the only thing that limits a man is what he can do, and what he is willing to do. If something is within your power to do, it is your right, and if something is not within your power then that is your own failure.
Pride. It is your duty not only to surpass others, but also to improve yourself. Where cowards will steal things away in the night, you will stand tall and take what you want through superiority, not trickery. Where others lie and cheat, your Oath drives you to act with honor and courage. And where others treat their followers with disdain and impunity, you shall be as loyal to your allies as they are to you.
Dominance. Your superiority must be absolute and unquestionable, those who oppose you ground into ash. People should know and fear your power, to the point where leaving enemies alive so they may spread word of you may be favorable to killing them.
- Oath of Superiority Spells
|3rd||command, wrathful smite|
|5th||enhance ability, hold person|
|13th||guardian of nature*, compulsion|
|17th||dominate person, hold monster|
*When you cast Guardian of Nature, you assume a stronger and more powerful version of yourself, instead of a beast or a great tree.
- Superior Endurance
At 3rd level, as your Oath leads you on the path to surpass others, your divine powers reflect that tendency. You can no longer use your Lay on Hans feature to restore the hit points of other creatures, only on yourself, using your bonus action.
- Channel Divinity
Starting at 3rd level you gain the two following Channel Divinity options:
- Face Me. As an action, force creatures of your choice within 30 feet of you than can see you make a Wisdom saving throw against your spell save DC.
- On a failed save, the creature feels a powerful and unnatural hatred towards you for 1 minute. It has disadvantage on attack rolls against creatures other than you, and can't willingly move farther than 30 feet away from you. Unless you have dealt damage to the creature since it's last turn, the creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
- This effect ends earlier on a creature if you move further than 30 feet away from an affected creature or if you attack a creature that is not under the effects of this Channel Divinity.
- Fear Me. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
- Aura of Dominance
Starting a 7th level, when you reduce a creature to 0 hit points, hostile creatures within 10 feet of you that can see you become frightened until the end of your next turn. They can make a Wisdom saving throw against your spell save DC, at the start of their next turn to attempt to end the effect earlier.
At 18th level, the range of your aura of dominance increases to 30 feet.
- Conquer by Terror
At 15th level, you gain advantage on attack rolls against creatures frightened of you.
In addition, whenever you slay a creature that is frightened of you, you regain a number of hit points equal to half your paladin level (rounded up). You must be at half your hit points or lower to benefit from this ability.
- Avatar of Superiority
At 20th level you can channel your superiority directly into power for 1 minute, using your action. You gain the following benefits for the duration:
- You gain resistance to bludgeoning, slashing or piercing damage for the duration.
- Hostile creatures that move within 30 feet of you, or start their turn within that range must succeed on a Wisdom saving throw against your spell save DC, or they are frightened by you for the duration of this feature. They can make a saving throw at the end of each of their turns to attempt to end this effect.
- Allied creatures within 30 feet can't be charmed.
Once you use this feature you can't use it again until you finish a long rest.