the Jester
Legend
So this is just a first draft. I'm not satisfied with it; I feel as though this needs a bunch of work. So please, give me feedback! Are the oath spells too good? The 20th level ability too weak? I dunno. Help me out here.
PALADIN: New Paladin Oath
Oath of Tyranny
The Oath of Tyranny binds a paladin to the ideal that might makes right. Rulership must be achieved through strength, and the weak deserve only what they can hold onto. A paladin of tyranny is sometimes called a blackguard (pronounced “blaggard”) or illrigger, and may become infamous for laying waste to all who oppose him and whatever master, if any, he serves. Most paladins of tyranny are Lawful Evil, though some are of other alignments. Those who swear to the tenets of tyranny are not necessarily dishonest or dishonorable, and most serve powerful lords or mighty warriors.
TENETS OF TYRANNY
The tenets of the Oath of Tyranny are strictly enforced, and a paladin of tyranny who fails to uphold them becomes an Oathbreaker instead (DMG 97). The Oath of Tyranny holds the following central principles.
The Strong Rule the Weak. The weak have the few things they claim as their own torn away by those stronger. They deserve nothing better. The strong flourish.
The Reprisal of the Strong Must Be Feared. If one is to be strong, challenges must be dealt with harshly. Examples must be made. Mercy is for the weak, or for when its benefits are too great to deny.
Honor is Strength. When one has sworn a vow, failing to keep it is a great weakness of character. Foreswearing a liege (except to overthrow him in favor of one's own self), breaking a promise or allowing an insult to pass unanswered are shameful acts.
OATH SPELLS
You gain oath spells at the paladin levels listed.
Paladin Level --- Spells
3rd level --- command, compelled duel
5th level --- hold person, ray of enfeeblement
9th level --- charm of misplaced wrath*, fear
13th level --- charm of the defender*, crusade*
17th level --- dominate person, geas
*See the 5e Players Guide to Cydra for details.
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Command Obedience. When a creature can see or hear you within 90' makes a Wisdom saving throw, you can use your reaction to give it disadvantage on that saving throw.
Demand Obeisance. As an action, you can present your holy symbol and call out in a loud voice, demanding that creatures that hear you show obeisance. Each creature of your choice within 30' that can hear you must make a Wisdom saving throw. If it fails, it immediately falls prone. At the start of its next turn, it repeats the save, and if it fails, its speed is reduced to 0 until the start of its next turn.
AURA OF TYRANNY
Starting at 7th level, you and creatures you choose within 10 feet of you can't be charmed while you are conscious.
At 18th level, the range of this aura increases to 30'.
FRIGHTFUL BLOW
Starting at 15th level, your blows can cow enemies. If you score a critical hit or reduce an enemy to half its current hit points or fewer, it must succeed on a Wisdom saving throw or be frightened of you for 1 minute. It can repeat the save at the end of each of its turns, ending the effect on a success.
TYRANT'S CROWN
At 20th level, you can use your action to assume a form of tyranny, growing iron spikes from your armor and a crown of massive iron topped with barbs. For the next 1 minute, you gain the following effects.
Once you use this feature, you cannot use it again until you complete a long rest.
EDIT: For reference, here are the custom spells in the oath list.
Charm of Misplaced Wrath
3rd-level enchantment (bard, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 120'
Components: V, S
Duration: See text
You befuddle the mind of one creature in range, forcing it to move and attack a creature of your choice. When you cast this spell, choose one creature in range. That creature must make a Wisdom saving throw to avoid the effects of this spell; if it fails, it immediately moves its speed to a space of your choice and makes a single attack against a creature of your choice. At the start of its turn, it repeats the saving throw; if it succeeds, the effect ends. Otherwise, you can choose where it moves and force it to make another single attack against a creature of your choice. At the end of the target's turn, the spell ends.
If the target makes its initial saving throw, its mind is dazed. Though you don't force it to move or attack, its speed is reduced by 10' and it cannot take reactions until the end of its next turn.
Charm of the Defender
4th-level enchantment (bard, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 120'
Components: V, S
Duration: 1 minute
Choose one creature within range when you cast this spell. That creature is overwhelmed by a compulsion to defend a creature that you designate within 30' of it. On its turn, it uses its action to attack the enemy of its designated charge that is closest to its charge. If possible, it remains within 5' of its designated charge. If a creature within its reach makes an attack on its charge, the subject of this spell uses its reaction to make a single melee attack on the attacking creature.
At the end of each of its turns, the creature repeats the saving throw, ending the effect on a success.
At Higher Levels: If you cast this spell using a slot of 7th level or higher, it affects two targets in range. (You may designate a different charge for each target.)
Crusade
4th-level enchantment (cleric, paladin) (ritual)
Casting Time: 10 minutes
Range: 100'
Components: V, S, M (your holy symbol and a sacrifice pleasing to your deity worth at least 500 gp, which the spell consumes)
Duration: Concentration, up to 4 hours
You preach a crusade against a nation, species, alignment, religion or organization, and enchant your entire audience with holy fervor. While filled with fervor, the members of the group gain a +1 bonus to attack rolls and damage against the targeted group. In addition, whenever a member of the targeted group deals damage to one of the creatures on the crusade, the damage is reduced by 2 points. Finally, a creature under the influence of this spell also gains a +1 bonus on ability checks made to facilitate attacking a member of the target group, such as a Strength (Athletics) check made to climb to the group member.
If an affected creature recognizes a member of the group that it is crusading against and willingly declines to attack it, it loses all benefits of this spell. It willingly declines if it does anything other than attack or cast a spell at the target or move close enough to attack.
At Higher Levels: If you cast this spell using a 6th level slot, its duration is concentration, up to 8 hours. If you cast it using an 8th level slot, its duration is concentration, up to 24 hours.
PALADIN: New Paladin Oath
Oath of Tyranny
The Oath of Tyranny binds a paladin to the ideal that might makes right. Rulership must be achieved through strength, and the weak deserve only what they can hold onto. A paladin of tyranny is sometimes called a blackguard (pronounced “blaggard”) or illrigger, and may become infamous for laying waste to all who oppose him and whatever master, if any, he serves. Most paladins of tyranny are Lawful Evil, though some are of other alignments. Those who swear to the tenets of tyranny are not necessarily dishonest or dishonorable, and most serve powerful lords or mighty warriors.
TENETS OF TYRANNY
The tenets of the Oath of Tyranny are strictly enforced, and a paladin of tyranny who fails to uphold them becomes an Oathbreaker instead (DMG 97). The Oath of Tyranny holds the following central principles.
The Strong Rule the Weak. The weak have the few things they claim as their own torn away by those stronger. They deserve nothing better. The strong flourish.
The Reprisal of the Strong Must Be Feared. If one is to be strong, challenges must be dealt with harshly. Examples must be made. Mercy is for the weak, or for when its benefits are too great to deny.
Honor is Strength. When one has sworn a vow, failing to keep it is a great weakness of character. Foreswearing a liege (except to overthrow him in favor of one's own self), breaking a promise or allowing an insult to pass unanswered are shameful acts.
OATH SPELLS
You gain oath spells at the paladin levels listed.
Paladin Level --- Spells
3rd level --- command, compelled duel
5th level --- hold person, ray of enfeeblement
9th level --- charm of misplaced wrath*, fear
13th level --- charm of the defender*, crusade*
17th level --- dominate person, geas
*See the 5e Players Guide to Cydra for details.
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Command Obedience. When a creature can see or hear you within 90' makes a Wisdom saving throw, you can use your reaction to give it disadvantage on that saving throw.
Demand Obeisance. As an action, you can present your holy symbol and call out in a loud voice, demanding that creatures that hear you show obeisance. Each creature of your choice within 30' that can hear you must make a Wisdom saving throw. If it fails, it immediately falls prone. At the start of its next turn, it repeats the save, and if it fails, its speed is reduced to 0 until the start of its next turn.
AURA OF TYRANNY
Starting at 7th level, you and creatures you choose within 10 feet of you can't be charmed while you are conscious.
At 18th level, the range of this aura increases to 30'.
FRIGHTFUL BLOW
Starting at 15th level, your blows can cow enemies. If you score a critical hit or reduce an enemy to half its current hit points or fewer, it must succeed on a Wisdom saving throw or be frightened of you for 1 minute. It can repeat the save at the end of each of its turns, ending the effect on a success.
TYRANT'S CROWN
At 20th level, you can use your action to assume a form of tyranny, growing iron spikes from your armor and a crown of massive iron topped with barbs. For the next 1 minute, you gain the following effects.
- If a creature within 5' of you hits you with a melee attack, it suffers 1d8 slashing damage. This counts as damage from a magic weapon.
- When you hit a creature with a melee attack, it has disadvantage on Wisdom and Charisma saves until the end of your next turn.
Once you use this feature, you cannot use it again until you complete a long rest.
EDIT: For reference, here are the custom spells in the oath list.
Charm of Misplaced Wrath
3rd-level enchantment (bard, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 120'
Components: V, S
Duration: See text
You befuddle the mind of one creature in range, forcing it to move and attack a creature of your choice. When you cast this spell, choose one creature in range. That creature must make a Wisdom saving throw to avoid the effects of this spell; if it fails, it immediately moves its speed to a space of your choice and makes a single attack against a creature of your choice. At the start of its turn, it repeats the saving throw; if it succeeds, the effect ends. Otherwise, you can choose where it moves and force it to make another single attack against a creature of your choice. At the end of the target's turn, the spell ends.
If the target makes its initial saving throw, its mind is dazed. Though you don't force it to move or attack, its speed is reduced by 10' and it cannot take reactions until the end of its next turn.
Charm of the Defender
4th-level enchantment (bard, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 120'
Components: V, S
Duration: 1 minute
Choose one creature within range when you cast this spell. That creature is overwhelmed by a compulsion to defend a creature that you designate within 30' of it. On its turn, it uses its action to attack the enemy of its designated charge that is closest to its charge. If possible, it remains within 5' of its designated charge. If a creature within its reach makes an attack on its charge, the subject of this spell uses its reaction to make a single melee attack on the attacking creature.
At the end of each of its turns, the creature repeats the saving throw, ending the effect on a success.
At Higher Levels: If you cast this spell using a slot of 7th level or higher, it affects two targets in range. (You may designate a different charge for each target.)
Crusade
4th-level enchantment (cleric, paladin) (ritual)
Casting Time: 10 minutes
Range: 100'
Components: V, S, M (your holy symbol and a sacrifice pleasing to your deity worth at least 500 gp, which the spell consumes)
Duration: Concentration, up to 4 hours
You preach a crusade against a nation, species, alignment, religion or organization, and enchant your entire audience with holy fervor. While filled with fervor, the members of the group gain a +1 bonus to attack rolls and damage against the targeted group. In addition, whenever a member of the targeted group deals damage to one of the creatures on the crusade, the damage is reduced by 2 points. Finally, a creature under the influence of this spell also gains a +1 bonus on ability checks made to facilitate attacking a member of the target group, such as a Strength (Athletics) check made to climb to the group member.
If an affected creature recognizes a member of the group that it is crusading against and willingly declines to attack it, it loses all benefits of this spell. It willingly declines if it does anything other than attack or cast a spell at the target or move close enough to attack.
At Higher Levels: If you cast this spell using a 6th level slot, its duration is concentration, up to 8 hours. If you cast it using an 8th level slot, its duration is concentration, up to 24 hours.