Oath of Eradication
Some things should never have existed. You believe this with every fiber of your being, every ounce of your conviction, and every scrap of power within your grasp. The Oath of Eradication means more than the destruction of one’s enemies: it means to remove them entirely from the fabric of reality. Their words and deeds shall be undone, the stories of their heresy shall be burned from the histories, and you will be the only one to even remember that they ever lived. When you die, there will be nothing left of your adversaries; not even a memory.
Tenets of Eradication
The tenets of the Oath of Eradication are often kept secret and hidden, but typically follow this pattern:
Know Your Adversary: Learn everything you can about your foes, then destroy them with that knowledge.
Hunt With Purpose: Seek your enemy without pause or hesitation, for they will seek you in the same manner.
Excise The Corruption: Do not merely kill your foe. Cut them from the fabric of reality, and burn what remains.
Rewrite History: Let none know of what you have done, as the future is built upon the bones of the past. Free it from the curse of your foe.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Eradication Spells
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Erasure. As an action, you can use your Channel Divinity to empower a weapon you are wielding with enshrouded energy. The first time you hit a creature with this weapon within 1 minute, the creature also takes 1d6 necrotic damage per two paladin levels you possess (rounded down). If the attack kills the creature, its face and identifying marks upon its body are wiped away, and you can choose one creature you have met or are aware of. The chosen creature loses all memory of the slain creature, though this absence is obvious if discovered.
Fade Forever. As an action, you can use your Channel Divinity feature to grant yourself advantage on Dexterity (Stealth) checks for 1 hour. During this time, you can ignore the disadvantage on Stealth checks imposed by armor you are wearing.
Aura of Absence
Starting at 7th level, you are cloaked by a 10-foot aura of unwritten time while you are conscious. Friendly creatures within this aura can take the Hide action as a bonus action and are lightly obscured by fog, though they can see through it. You can choose to dismiss or restore this aura at the start of your turn without using your action.
At 18th level, the range of this aura increases to 30 feet.
Enemy Unknown
Starting at 15th level, when you cast a spell using a spell slot, you can teleport up to 30 feet to a location that you can see. If you teleport into a space with a hostile creature within your reach, you can choose to attempt to grapple that creature without using your action.
The Forgotten War
At 20th level, you can use your action to rewrite the world entirely. For 1 hour, you gain the following benefits.
Tenets of Eradication
The tenets of the Oath of Eradication are often kept secret and hidden, but typically follow this pattern:
Know Your Adversary: Learn everything you can about your foes, then destroy them with that knowledge.
Hunt With Purpose: Seek your enemy without pause or hesitation, for they will seek you in the same manner.
Excise The Corruption: Do not merely kill your foe. Cut them from the fabric of reality, and burn what remains.
Rewrite History: Let none know of what you have done, as the future is built upon the bones of the past. Free it from the curse of your foe.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Eradication Spells
Paladin Level | Spells |
3rd | burning hands, disguise self |
5th | see invisibility, silence |
9th | dispel magic, speak with dead |
13th | dimension door, greater invisibility |
17th | immolation, modify memory |
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Erasure. As an action, you can use your Channel Divinity to empower a weapon you are wielding with enshrouded energy. The first time you hit a creature with this weapon within 1 minute, the creature also takes 1d6 necrotic damage per two paladin levels you possess (rounded down). If the attack kills the creature, its face and identifying marks upon its body are wiped away, and you can choose one creature you have met or are aware of. The chosen creature loses all memory of the slain creature, though this absence is obvious if discovered.
Fade Forever. As an action, you can use your Channel Divinity feature to grant yourself advantage on Dexterity (Stealth) checks for 1 hour. During this time, you can ignore the disadvantage on Stealth checks imposed by armor you are wearing.
Aura of Absence
Starting at 7th level, you are cloaked by a 10-foot aura of unwritten time while you are conscious. Friendly creatures within this aura can take the Hide action as a bonus action and are lightly obscured by fog, though they can see through it. You can choose to dismiss or restore this aura at the start of your turn without using your action.
At 18th level, the range of this aura increases to 30 feet.
Enemy Unknown
Starting at 15th level, when you cast a spell using a spell slot, you can teleport up to 30 feet to a location that you can see. If you teleport into a space with a hostile creature within your reach, you can choose to attempt to grapple that creature without using your action.
The Forgotten War
At 20th level, you can use your action to rewrite the world entirely. For 1 hour, you gain the following benefits.
- Your Aura of Absence expands to 300 feet.
- You can’t gain disadvantage on attack rolls, saving throws, or ability checks.
- When you hit a creature with a melee attack, it has disadvantage on attacks targeting you until the end of its next turn.
- When you kill a creature with your Channel Divinity: Erasure, you can choose to have the world forget them entirely.
Comments