Oath of Rage (Paladin Subclass)

by astrarche

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Oath of Rage

By @genasilesbians

Some paladins take a sacred oath to protect nature or a crown. Your oath, however, is bound to the pyre of anger inside you. Oath of Rage paladins can be of any alignment. What truly defines them is their quick temper and capacity for destruction.

Oath of Rage Features
Paladin Level Feature
3rd Channel Divinity
7th Smiting Aura
15th Relentless Spirit
20th Avatar of Rage

Tenets

As an Oath of Rage Paladin, you typically hold the following ideals and use your power to uphold them:

  • Strike Fear to the Wicked. Use your anger to make those who would do evil cower. Prevent wrongdoing by punishing those that dare hurt others.
  • Protect the Weak. Remember why you hold the fury that fuels you. You were once weaker; use your new anger to protect those that still are.
  • Temper Your Fury. Learn to control your rage, lest in hurt the ones you vow to protect. Never lash out at those who haven’t earned your ire.
Oath Spells
Paladin Level Spell
3rd Wrathful Smite, Hellish Rebuke
5th Warding Bond, Branding Smite
9th Bestow Curse, Fear
13th Blight, Staggering Smite
17th Steel Wind Strike, Destructive Wave

Channel Divinity

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

  • Righteous Fury. As an action, you can invoke the divine anger bubbling inside you. For the next minute, you have resistance to slashing, bludgeoning, and piercing damage, advantage on strength checks and saving throws, and deal an additional +2 damage when you make a melee attack using strength.
Art Credits
  1. "Flame Knight" by TianYuan Yang.
  • Turn the Wicked. As an action, you can force each hostile creature within 30 ft. of you to make a Wisdom saving throw. Creatures that cannot hear are immune. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action after trying to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Smiting Aura

Starting at level 7, you and friendly creatures within 10 ft. of you deal an extra 1d4 fire damage with weapon attacks.

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

Relentless Spirit

At 15th level, when you drop to 0 hit points, you instead drop to one. If the damage that dropped you to 0 hit points was from a creature, you have advantage on attacks against that creature for the next minute.

You may use this ability once per long rest.

Avatar of Rage

At 20th level, using your action, you undergo a transformation. For one minute, you gain the following benefits:

  • You have resistance to all damage types.

  • You have advantage on melee attacks made with strength.

  • The first time you hit a creature with a melee attack using strength, the creature must make a wisdom saving throw against your spell save DC or become frightened of you for the duration of the transformation. They can repeat the save at the end of each of their turns, ending the effect on a success.