Oath of Superiority (5e Subclass)

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Oath Of Superiority[edit]

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[edit]

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[edit]

Paladin Level Spells
3rd Command, Inflict Wounds
5th Heat Metal, Hold Person
9th Fireball, Dispel Magic
13th Fire Shield, Polymorph
17th Holy Weapon, Hold Monster

Channel Divinity[edit]

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 save 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 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.

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.

Conquering Hands

As your Oath leads you on the path of bettering yourself and surpassing other, your Lay On Hands pool becomes more inwardly focused, and you can only heal yourself with it. In exchange, you may choose to expend 5 * Your Paladin level to add +1 to an attack roll.

Dominant Presence[edit]

Starting a seventh level, when you kill a creature, hostile creatures within 40 feet of you that can see you must make a Wisdom save or become frightened for 1 minutes. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Conquer By Terror[edit]

At 15th level, you gain advantage on attack rolls against creatures Frightened of you, and killing a creature that is Frightened of you restores your Paladin level + your spell casting modifier to your Conquering Hands pool.

Avatar of Superiority[edit]

At 20th level you can channel your superiority directly into power for 1 minute. In this form you gain resistance to Slashing, Bludgeoning, and Piercing damage. Hostile creatures within 60ft of you that can see you must make a Wisdom saving throw at the start of each of their turns or become frightened of you. Allied creatures that can see you cannot be charmed or frightened. Once you use this feature you can't use it again until you finish a long rest.

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