Paladin: Oaths of the Apocalypse

by qorinthian

Search GM Binder Visit User Profile

Oaths of the Apocalypse

The ancient texts say that before the final cataclysm devours the mortal plane, it will be heralded by four beings known as the Horsemen of the Apocalypse. Each one embodies an aspect of Conquest, Death, Famine, and War and each one will bring the world to an end.

These ideas of destruction and apocalypse reign through servants of dark gods. While many paladins swear an oath to protect and uphold the realm, others swear an oath to destroy it. These faithful followers are known as paladins of the apocalypse.

Apocalyptic Oaths

At 3rd level, a paladin of the apocalypse can choose one of four oaths and take up the mantle of a Horseman, the harbingers of cataclysm. These oaths include the official Oath of Conquest option from Xanathar's Guide to Everything and three new oaths: Death, Famine, and War.

Unholy Symbol

Paladins who take up an apocalyptic oath use dark magic and replace their holy symbols with an unholy one. This symbol is usually made of materials related to the paladin's oath, such as a metal reshaped from a fallen foe's weapon or a mass of blighted earth.

Optional Rule: Horseman

If the DM allows, paladins who take up an apocalyptic oath may gain proficiency in the Animal Handling skill and land vehicles.

PATREON | ARIPOCKILY

Oath of Conquest Subclass by WotC
Four Horsemen Art by Anthony Jean
Oath of Death Art by Warmtail
Oath of Famine Art by Lorenzo Mastroianni
Oath of War Art by Jason Nguyen

HOMEBREW: APOCALYPTIC OATHS

Oath of Conquest

From Xanathar's Guide to Everything


The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

Tenets of Conquest

A paladin who takes this oath has the tenets of conquest seared on the upper arm.

Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.

Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.

Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Conquest Spells
Paladin Level Spells
3rd armor of agathys, command
5th hold person, spiritiual weapon
9th bestow curse, fear
13th dominate beast, stoneskin
17th cloudkill, dominate person

Channel Divinity

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

Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Aura of Conquest

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

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

Scornful Rebuke

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Invincible Conqueror

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

APOCALYPTIC OATHS

Oath of Death

Paladins who take up the Oath of Death control the gate and boundary to death, passing their judgment on living creatures. They serve as guides for the weak and suffering, sheperding them on their journey to the peaceful slumber of death. They serve as defenders for creatures who are not yet ready to pass to the afterlife. When it is time for them, these paladins, too, will rest.

Some of these paladins swear fealty to a god of death and are charged with destroying the undying. They harbor an especially fierce hatred towards the immortal, undead, spirits, and other powerful creatures who resist death. Sometimes called grave knights, they are not to be confused with their most reviled enemies, the death knights.

Tenets of Death

Its tenets are brutally simple and honors the finality of death itself.

Accept the End. Everyone must die. You shed no tears. When you have performed your duties and it is your time, you too shall pass.

Guide the Weak. You pity the weak and suffering. You shall ease their pain by showing them a final mercy. Those who try to stop you must be vanquished.

Undeath is an Abomination. Restless spirits and undead creatures are abombinations who defy the natural order. They must be destroyed and returned to dust.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Death Spells
Paladin Level Spells
3rd false life, inflict wounds
5th darkness, gentle repose
9th feign death, speak with dead
13th banishment, death ward
17th antilife shell, cloudkill

Unholy Smite

Starting at 3rd level, when you deal bonus smite damage from your Divine Smite feature, you can choose to deal necrotic damage instead of radiant damage.

Channel Divinity

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

Disrupt Life. You can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target, and the target cannot regain hit points for the next hour. The extra damage equals 5 + twice your paladin level.

Protection From Undead. As an action, you present your unholy symbol and emanate an aura that censures undead. The aura extends 30 feet from you in every direction, but not through total cover. It lasts for 1 minute, or until you are incapacitated.

For the duration, each undead that starts its turn within your aura must make a Wisdom saving throw. If the creature fails its saving throw, it is turned until your aura ends or until it takes any damage. If the creature succeeds on the saving throw, it is immune to the aura for the next 24 hours.

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 use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of the Grave

Starting at 7th level, you and allied creatures within 10 feet of you have resistance to necrotic damage.

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

Death Watch

Beginning at 15th level, when a creature within 30 feet of you is reduced to 0 hit points and is not killed outright, you can use your reaction to cause the creature to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

Sheperd of Death

At 20th level, you can assume the mantle of death itself. As an action, you can magically become an avatar of death, gaining the following benefits for 1 minute:

  • You have advantage on attack rolls made against any creature that does not have all its hit points.
  • When you succeed on a death saving throw, you regain 20 hit points.
  • You cannot be paralyzed or restrained, your speed cannot be reduced by any means, and you do not provoke attacks of opportunity.

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

HOMEBREW: APOCALYPTIC OATHS

Oath of Famine

Paladins who swear to the Oath of Famine seek to deprive their enemies of everything they own. They loathe excess and take great pride in weakening their enemies to emaciated husks. The oath is not about the things they take, such as property, food, or health; it is about the act itself. These knights are great tacticians in battle. Instead of direct confrontations, they claim territory, attack supply lines, engage in extended sieges.

Tenets of Famine

Paladins who serve this oath repeat the tenets like a prayer wherever they go.

Take No Excess. There is no excuse for a glutton. You live with only what you need. Those who take more than they need must be taught the pain of deprivation.

Cut Down Their Legs. You defeat your opponent indirectly instead of crushing them through brute force. A king is nothing without the kingdom. A general is nothing without the army. A body is nothing without food, water, and shelter.

Life is Pain. All must suffer. Those who do not know pain takes their life for granted.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Famine Spells
Paladin Level Spells
3rd bane, ray of sickness
5th blindness/deafness, ray of enfeeblement
9th bestow curse, vampiric touch
13th blight, confusion
17th contagion, insect plague

Unholy Smite

Starting at 3rd level, when you deal bonus smite damage from your Divine Smite feature, you can choose to deal cold damage instead of radiant damage.

Channel Divinity

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

Leech Energy. You can use your Channel Divinity to sap the vitality from your foe. As an action, you can cause dark mist to surround a creature you that you can see. The creature must succeed on a Constitution saving throw (DC equal to your spell save DC) or become paralyzed until the end of your next turn.

Weaken Resolve. You speak unholy words and harness magic that saps fortitude from your foe. When a creature within 30 feet of you succeeds on a saving throw, you can use your reaction to subtract 10 from the roll, potentially causing it to fail.

Moment of Weakness

Starting at 7th level, your oppressive presence drains the strength from your enemies. Whenever a hostile creature within 10 feet of you makes an attack roll against you, it must subtract 2 from the number rolled from the attack roll.

At 18th level, the range increases to 30 feet.

Supernatural Vitality

At 15th level, if you make a saving throw with disadvantage, you can roll normally, provided you are not incapacitated.

Additionally, you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

Endless Hunger

At 20th level, you can assume the mantle of famine itself. As an action, you surround yourself with a debilitating aura of famine in a 30-foot radius that lasts for 1 minute and gain the following benefits:

  • Enemy creatures in the aura can only make one attack or cast one spell on each of their turns, regardless of their abilities or magic items.
  • The speed of enemy creatures in the aura is halved.
  • As a bonus action, you can attempt to force one creature in the aura to its knees. The target makes a Strength saving throw (DC equal to your spell save DC). On a failed save, the creature takes cold damage equal to 3d10 + your Charisma modifer and is knocked prone.

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

HOMEBREW: APOCALYPTIC OATHS

Oath of War

The Oath of War began not with the first fight, but with the first assasination. The paladins who swear to this oath understand that war more than simple combat - it is a state of mind that latches and drives humanity into self destruction. They do not seek conquest or personal power; they instead encourage conflict and incite wars, content to watch the carnage from afar. Sometimes called rogue knights, they can be found on both sides of battle, though they owe loyalty to neither. In reality, they serve a god of war and chaos.

Tenets of War

The tenets of war are chaotic, yet simple.

Stoke the Fires of Chaos. Raise suspicions, create whispers, and turn friends into enemies. You are an agent for chaos and conflict. Wherever you go, you leave it in disarray.

Self-Destruction. Those who grow too strong eventually destroy themselves. There is no need to fight when you can force your enemies to fight amongst themselves.

Controlled Disorder. You control your enemies when they are weakest. You must weaken them through infighting. If necessary, you can crush the remaining forces yourself.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of War Spells
Paladin Level Spells
3rd disguise self, dissonant whispers
5th crown of madness, flame blade
9th conjure barrage, fear
13th compulsion, wall of fire
17th flame strike, dominate person

Unholy Smite

Starting at 3rd level, when you deal bonus smite damage from your Divine Smite feature, you can choose to deal fire damage instead of radiant damage.

Channel Divinity

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

Flames of War. You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and wreathe it in flames. The flames lasts for 1 minute and emits bright light in a 20-foot radius and dim light 20 feet beyond that. The next time you hit a target with an attack using that weapon or ammunition, the target takes fire damage immediately after the attack and the flames are extinguished. The fire damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.

Turn the Enemy. As an action, you target a Large or smaller creature within 30 feet of you. The creature must succeed on a Wisdom saving throw or immediately use its reaction to move up to half its speed in a direction of your choice. At the end of this movement, it can make one weapon attack against another creature within range that you designate. Creatures that cannot be charmed automatically succeed on the saving throw.

Aura of Conflict

Starting at 7th level, you emanate an aura of confusion. When you hit a creature with a melee weapon attack, you can force it to make a Wisdom saving throw against your spell save DC. On a failed save, it immediately uses its reaction to move as far away from you as it can.

You can use this ability once, and regain expended uses of it when you finish a short or long rest.

Implicit Betrayal

Starting at 15th level, when a creature within 30 feet of you attacks you and misses, you can use your reaction to redirect the attack. The creature must succeed on a Wisdom saving throw against your spell save DC or it must choose a new target of your choice within range. If no other creature is within range, the attack fails.

Harbinger of War

At 20th level, you gain the ability to assume the mantle of war. As an action, you can magically wreathe yourself with in flames, gaining the following benefits for 1 minute:

  • You shed bright light for up to 30 feet and dim light 30 feet beyond that. Enemy creatures in the bright light have disadvantage on Wisdom saving throws.
  • You are immune to fire damage.
  • Whenever you roll for fire damage, you can deal maximum damage instead of rolling.

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

HOMEBREW: APOCALYPTIC OATHS
5
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.