Oath of the Scourge
Sometimes called Slayers, Inquisitors, or
Crusaders, followers of the Oath of the Scourge walk a difficult path, where the need to destroy evil consumes them. Driven by past wrongs or an unyielding need to purge the wicked, these zealous warriors terrify both friend and foe with their ferocity and unyielding focus.
Tenets of the Scourge
The tenets of the Oath of the Scourge are forged in blood and iron, demanding readiness at all times.
Focus. There is always a greater evil waiting to be destroyed. Do not allow petty infractions to distract you.
Ruthlessness. Evil will try to manipulate, deceive, or form alliances of convenience. Do not consort, forgive, or forget.
Diligence. Your crusade cannot harm innocents. Collateral damage and false judgements are unacceptable.
Aggression. It is not enough to wait for evil to act. Seek it out, and destroy it when you find it.
Oath Spells
You gain oath spells at the paladin level listed.
Paladin level | Spells |
---|---|
3rd | expeditious retreat, wrathful smite |
5th | mind spike, zone of truth |
9th | dispel magic, Melf's minute meteors |
13th | banishment, sickening radiance |
17th | hold monster, immolation |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Luster Purge. When you deal radiant damage, you can use your Channel Divinity to ignite your righteous hate in a supernova of burning light. Instead of rolling radiant damage, you use the highest number possible for each die. For the next minute, you also emit bright light in a 20-foot radius, and dim light for another 20. This light is natural sunlight.
Blind Rage. Justice is blind, but must fight on. When you use Divine Sense, you can expend your Channel Divinity to gain blindsight in a 30 ft. radius for 1 minute. During that time you cannot be surprised, and other creatures cannot hide from you.
Aura of Zeal
Starting at 7th level, your battle-rage inspires furor in others. After you hit a creature with a melee weapon attack, any creature within 10 feet of you adds your Charisma modifier (a minimum of 1) to damage rolls against that creature. This effect ends after 1 minute, if the ally moves more than 10 feet away from you, or when you hit another creature with a melee weapon attack.
At 18th level, the range of this aura increases to 30 feet.
Purge and Purify
Starting at 15th level, you draw strength from your own success. Once per turn when you deal radiant damage to a creature using Divine Smite or a spell of 1st level or higher, you regain a number of hit points equal to your Paladin level.
Wrath of the Righteous
At 20th level, your fury explodes and transforms you into a pyre of holy flame. As an action, you can become a humanoid-shaped mass of fire and fury for 1 minute. During that time, you gain the following benefits:
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You radiate bright light in a 20-foot radius, and dim light for another 20. This light is natural sunlight.
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When a hostile creature touches you, hits you with a melee attack, or starts its turn within 15 feet of you, it takes 2d6 fire damage and 2d6 radiant damage.
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When you reduce a creature to 0 hit points, you publicly vow to destroy your next target. You have advantage on attack rolls against one creature that can see or hear you until the start of your next turn. You can use this feature once per turn.
Once you use this feature, you can't use it again until you finish a long rest.
Ash Zealot, Eric Deschamps, Magic the Gathering