Oath of the Corrupted (5e Subclass)
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Oath of the Corrupted
Paladins of this order are often feared greatly, known most commonly as "Devil-Blooded Knights". Their unique power comes from the negative plain of energy, be it that they were the sacrificial victim of an infernal ritual, or that they have an incredibly strong infernal bloodline. Most commonly, these paladins are the servants of evil and dark gods, albeit unwilling servants. Sometimes, however, they will serve a righteous order of knights, hunting down and destroying the wicked.
- Tenets of the Corrupted
- Sobriety There is a dark power that resides within you, you must not indulge those darker desires.
- Humanity Do not consider yourself a monster or abomination. You must always hold onto your humanity.
- Understanding Your plight must be a constant reminder. Be kind to those who have fallen from grace and help them return to the light.
- Resolve The darkness within your soul is only contested by the light that also resides within. Even in the darkest of times, it must be the light that shines through.
- Oath of the Corrupted Spells
|3rd||armor of agathys , hellish rebuke|
|5th||misty step, spike growth|
|9th||bestow curse, haste|
|13th||dimension door, freedom of movement|
- Channel Darkness
When you choose this Oath at 3rd level you gain access to the following Channel Darkness (Effectively the same thing as Channel Divinity) options:
- Dark Radiance As a bonus action, you present your holy symbol and whisper a prayer of forgiveness, allowing the darkness inside you to ebb out. For the next minute, your melee weapon attacks deal additional necrotic damage equal to your Charisma modifier (minimum 1).
- Invoke Numbness As a reaction, you present your holy symbol and whisper a prayer of strength, granting yourself success on saving throws to maintain concentration on a spell.
- Holy Darkness
When taking this oath at 3rd level you gain supernatural replacements for mundane armor, weapons, and shields. You gain the following benefits:
- Dark Armor. As a bonus action, you may create and equip a set of specialized armor. It can take any appearance you choose, but it is always made of a black metal that emits a dark mist. While not wearing armor or shield, this armor provides AC equal to 10 + Your Charisma modifier + Your Constitution modifier. The armor lasts until you dismiss it as a bonus action or until you're incapacitated.
- Dark Weapon. As a bonus action, you may conjure a weapon that takes the shape of any simple weapon, any martial weapon, or a shield. This weapon, like the armor, is made of black metal and emits a dark mist. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The weapon lasts until you dismiss it as a bonus action or until you're incapacitated.
- Dark Smite Upon taking this oath, your Divine Smite feature, and Improved Divine Smite, deal necrotic damage rather than radiant. Additionally, you do not deal additional damage to fiends and undead anymore, however, your Dark Smite ignores resistance to necrotic damage and treats immunity as resistance.
- Aura of Darkness
Beginning at 7th level, you and friendly creatures within 10 feet of you are resistant to radiant and necrotic damage, and gain advantage on stealth checks while in dim light or darkness.
At 18th level, this aura increases to 30 feet.
- Shadow Warrior
Beginning at 15th level, your Dark Armor and Dark Weapon gain the following benefits:
Choose one of the following benefits for your Shadow Armor to gain.
- Shadow Shield: Instead of using your Shadow Weapon to create a shield, You may create a shield while using your Dark Armor. This shield lasts as long as your armor does. You are proficient with your Shadow Shield.
- Punishment:While wearing your Shadow Armor, when a creature hit you with a melee weapon attack, it takes damage equal to your Charisma modifier (minimum 1). The damage is necrotic.
- Oppressing Guard: When you suffer a critical hit while wearing your shadow armor, you reduce one damage roll from this attack.
Choose one of the following benefits for your Shadow Weapon to gain.
- Decaying: A critical hit with this weapon will temporarily reduce the target AC in 1 point, up to -3. The reduction lasts for 1 minute.
- Hungering: When you reduce a creature to 0 hit points with this weapon, you gain temporary hit points equal to half your paladin level, rounded down. The temporary hit points gained with this weapon does stack with the temporary hit points granted by the armor of agathys spell.
- Burdening: A critical hit with this weapon will impose disadvantage on the next attack roll, ability check or saving throw made by the target.
- Shadow Champion
At 20th Level, as an action you channel your dark power, taking on the form of a mass of darkness. For the next minute, you gain the following benefits.
- You are immune necrotic damage.
- Enemies within 30 feet of you must make a Wisdom saving throw against your spell save DC. On a failure, they subtract your Charisma modifier from all saving throws for the next minute.
- You can take the Hide, Disengage or Dash actions as a bonus action.
Once this feature has been used it cannot be used again until you finish a long rest.