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Oath of Predation

Oath of Predation Spells
Paladin Level Spells
3rd command, protection from evil and good
5th enthrall, pass without trace
9th hypnotic pattern, nondetection
13th compulsion, Mordenkainen’s private sanctum
17th dominate person, teleportation circle

Bonus Proficiencies

At 3rd level, you gain proficiency in thieves’ tools and your choice of the Sleight of Hand or Stealth skills. Additionally, if you are proficient in the Deception, Intimidation, or Persuasion skills, your proficiency bonus is doubled for any ability check you make using this skill.  

Channel Divinity

When you take this option at 3rd level, you gain the following two Channel Divinity options.
Predatory Instincts. When you roll initiative, you can use your Channel Divinity to imbue your movements with foul alacrity. You add your Charisma modifier to your initiative roll, you have advantage on attack rolls against any creature that hasn’t taken a turn in combat yet, and you deal an additional 1d6 necrotic damage to that creature. This damage increases to 2d6 at 7th level, 3d6 at 11th level, 4d6 at 15th level, and 5d6 at 19th level.   Fell Suggestion. As an action, you can use your Channel Divinity to magically enthrall another creature within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw or become charmed by you for 1 minute.
You can use a bonus action to issue simple commands to the charmed creature if it is within 60 feet of you. You decide what action the creature takes and where it moves during its next turn. When you issue a command, and at the end of each of its turns, the creature must succeed on a Wisdom saving throw or carry out your instructions to the best of its ability on its turn. The DM determines how the target behaves.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.  

Perfect Domination

Starting at 7th level, when you use your Fell Suggestion feature, you can choose to force the creature to fail its saving throw if its challenge rating is equal to or below a certain threshold, as shown below. When the creature makes a saving throw to break the effect, it does so with disadvantage.   A creature subjected to your perfect domination is charmed by you for 1 hour instead of 1 minute. Starting at 15th level, creatures of CR 1/2 or lower are charmed by you indefinitely until the charm is broken. At 19th level, this indefinite charm extends to creatures of CR 1 or lower.
Perfect Domination
Paladin Level  Creature’s CR
7th  1/2 or lower
11th  1 or lower
15th  2 or lower
19th  3 or lower
 

Shroud of the Illrigger

Beginning at 15th level, you are always under the effects of a pass without trace spell.  

Hand of Manipulation

At 20th level, you gain the ability to execute your master plans unseen. As an action, you can magically become an avatar of deception and subterfuge, gaining the following benefits for 1 minute.
  • You gain the effects of a greater invisibility spell.
  • Once per turn, when you have advantage on your attack roll, you deal extra necrotic damage equal to your paladin level.
  • Your allies have advantage on melee attack rolls against any creature within 5 feet of you that you choose. 
  • Their attacks deal additional damage equal to your Charisma modifier (minimum of 1).
  • You and each creature of your choice that you can see within 30 feet of you are immune to being charmed. 
Once you use this feature, you can’t use it again until you finish a long rest.

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