Oath of Supremacy (5e Subclass)

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Oath of Supremacy[edit]

Sacred oath

Taking the Oath of Supremacy is a declaration that your cause is the one, the true, and the only; to use the word “best” would imply a sense of competition. Paladins may proclaim the moral supremacy of any single cause, such as their faith, ideal, leader, movement, order, race, or sect. Such paladins indicate their elite status by donning the telltale emblems of their cause, be it their national colors, their order’s sigil, or their leader’s dress code. Outsiders refer to them as supremacists or gold knights, but these paladins would prefer to be greeted as brothers and sisters of the faith.

Tenets of Supremacy

The tenets of the Oath of Supremacy vary by paladin and cause, but all guide the paladin to be an elite entity in an inferior world.
Power. Assert your superiority through unwavering confidence and domination.
Self-Assurance. Your actions are just, and you need not answer for them. However you treat others, that is what they deserve.
All for the Cause. For the community of your cause, you must serve, sacrifice, and obey

Oath Spells

You gain oath spells at the paladin levels listed:

Channel Divinity

You gain two Channel Divinity options:

Invoke Fealty. You can use your Channel Divinity to compel a foe to kneel before you. As an action, you point to a creature within 10 feet of you, filling it with fear and awe. The creature must succeed on a Charisma saving throw or fall prone, groveling. While groveling, the creature’s speed is reduced to 0 and it cannot take actions or reactions. The target has advantage on its saving throw if it has more hit points than you. The creature repeats the saving throw at the end of each of its turns. On a success, the effect ends.

Vow of Disdain. As a bonus action, you can use your Channel Divinity to utter a vow of disdain against a creature you can see within 10 feet of you. The vow shrouds you in warding energy for one minute, or until you or the target drop to 0 hit points or fall unconscious. While affected by your vow of disdain, the creature has disadvantage on attack rolls and ability checks against you.

Aura of Certitude

Starting at 7th level, you and all friendly creatures within 10 feet gain a bonus to Charisma checks and Charisma saving throws equal to your Strength modifier (minimum of +1).

At 18th level, the range of this aura increases to 30 ft.

Soul of Disdain

Starting at 15th level, you need not waste your time to deal with the foe denounced by your Vow of Disdain. When a creature affected by your Vow of Disdain makes an attack, they instantly take radiant damage equal to 1d10 + your Charisma modifier.

Aspect of Perfection

At 20th level, you can ascend to a more perfect form. As you approach perfection, you emanate a holy glow, and gusts of ethereal wind follow your movements. Your body itself may also change by adding muscle mass, healing from old scars, aging to become more proud and intimidating, or returning to the beauty and power of youth.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You gain resistance to all damage types, except psychic damage.
  • You gain the benefits of the haste spell, and do not have to maintain concentration on it.

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

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