Paladin Subclass: Oath Of The Demacian Colossus

by CakeSlayer

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Oath Of The Demacian Colossus (Ver 3)

I have a high tolerance for magic, takes a lot for me to feel it.

-Galio


Tenets of the Oath of the Demacian Colossus

Adherents to this Oath swear to protect the weak against the mighty.

Protect the Weak. Help those who cannot protect themselves from their enemies who would crush them.

Lead the Way. Show others the path of good and help guide those who seek or struggle to find its path.

Magic is Evil. Magic must not be used by us mortal creatures, for we cannot truly understand it. It may hurt the innocent who need to be protected.

Oath Spells

You gain oath spells at the paladin level listed.

Oath of The Demacian Colossus Spells
Paladin level spells
3rd Absorb Elements, Sanctuary
5th Gust of Wind, Warding Wind
9th Beacon of Hope, Wind Wall
13th Elemental Bane, Stone Skin
17th Antilife Shell, Control Winds

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:

Shield Of Durand. As an action, you present your holy symbol and target a creature within 30 feet. The targeted creature must make a Wisdom saving throw. On a failed save, that creature is taunted by you and will only attack you until it is attacked by another creature, if you attack another creature or if 1 minute passes.

A taunted creature will only attack and move towards the creature who taunted it.

Wings Of War. As an action, you can utter a prayer to summon a powerful wind. Send out a powerful wind in a 5 foot by 30 feet line originating from you, creating a persisting tornado at the end of its path in a 10 foot radius. All creatures in the area must make a Strength Saving Throw. On a failed save, creatures are pushed into the tornado and take 2D6 damage, on a successful save they take half damage and are not pushed back. It takes creatures twice the movement to pass through the tornado and any creature that ends its turn within the tornado takes 1D6 damage. The damage increases, for both damage sources, by 1D6 at 6th, 11th and 17th level.

Aura of Anti-Magic

Beginning at 7th level, you constantly emanate a magic nullifying aura. You and friendly creatures within 10 feet gain AC equal to your Charisma modifier (minimum of +1) against spell attacks. You must be conscious to grant this bonus.

At 18th level the range of this aura expands to 30 feet.

Hero's Entrance

Starting at 15th level, the desire to protect others grows. As a reaction, when a friendly creature within 20 feet has taken damage in combat, you can target that creature and take to the skies up to 15 feet to land within 5 feet of the target creature in an unoccupied space. All creatures within 10 feet of you, apart from the targeted creature, take force damage equal to your level and must a Strength saving throw against your spell save DC. On a failed save, the creature is knocked prone and takes full damage. On a successful save, they take half damage only.

You can use this ability twice before needing a long rest.

The Colossus

At 20th level, Demacian magic flows heavily through you. Using your action, you undergo a transformation. For 1 minute you gain the following benefits:

  • You are enlarged by one size.
  • Your Hero's Entrance target ability increases to 40 feet and its damage radius increases to 30 feet.
  • As a bonus action, you can use the ability Justice Punch. If you move in a straight line for at least 15 ft towards a target, you can attempt to attack the creature and knock them prone by making an unarmed attack roll. On a hit, the creature takes an 3D6 damage and is knocked prone. On a miss, the creature takes half damage.
  • You gain resistance against damage from spells.
  • This effect ends early if you are incapacitated or die.

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

Change Log

Hero's Entrance
  • Changed number of uses from equal to half Cha mod to twice per long rest.
The Colossus
  • Added a 15ft movement minimum restriction.
  • Changed from creature making a Saving Throw to an Attack roll.
  • Added resistance to spell damage.

Created by u/CakeSlayer

 

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