What kind of paladin do you play (Musicals Version)?
Which Paladin Are You?
Don Quixote
Lancelot
Javert
Voting ended onDec 7, 2023
Which song speaks to the heart of what drives your paladin?
1. To Dream The Impossible Dream. From Man of La Mancha.
2. C'est Moi. Camelot.
3. Stars. Les Miserable.
Because I am a huge DnD and musicals nerd and for too long have questions like these boiled in my mind.
And because it is me...I will make an item for the winner. Or the top two if it gets 100 interactions. Or all three if it gets 500. And a subclass for the winner if it gets over 1000.
While at a glance anyone would assume a knight raising their sword in the honor of devils and demons would be with the likes of oathbreakers and those who take an oath of conquest, the oath of devilry is not one of outright evil. Paladins who take this oath are doing so for the one people that entire legions of priests and crusaders would never dare say are redeemable: the creatures of hell itself. This oath is about defending yourself and those around you from the corrupt, including fallen celestials and ill-tempered demons, as well as using the powers of the infernal to unleash curses and hellfire on your enemies, and offer an opportunity for even the most vile of fiends to turn a new leaf and join your holy quest for redemption of their kind.
Tenets:
Burn away corruption. Not even an angel is exempt from the temptations of evil. All must face justice regardless of divine status or authority.
Raise the Fallen. If the aasimar can fall and celestials can become radiant idols that lead cults, who is to say that the imp or the pit fiend cannot rise above their station? Beings considered to be evil incarnate must be allowed to rehabilitate.
Evil is Subjective. All who are called wicked and black-hearted may not truly be. The hand pointing the finger may have done far worse than the party they accuse of evil. Do not let yourself be misguided by such lies and misdirections.
Equal on All Planes. Whether it be an elemental, a pixie or an astral dreadnought, not one creature is exempt from sin, or exempt from humanity. Beings deserve veneration or vilification for their deeds, not their form. All beings deserve an equal amount of deserved respect.
Oath Spells:
3rd: Searing Smite, Hex
5th: Darkness, Pyrotechnics
9th: Bestow Curse, Summon Lesser Demons
13th: Banishment, Wall of Fire
17th: Infernal Calling, Planar Binding
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Instruct the Unholy. As an action, you target one fiend you can see within 30 feet of you. The target must make an Intelligence saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. A fiend whose challenge rating is equal to or greater than your paladin level is immune to this effect. If the duration expires after 24 hours, make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check, upon winning the contest, the fiend’s secondary alignment changes to good if it isn’t already.
Rebuke Corruption. As a bonus action, you can present your holy symbol and ward away what would corrupt those around you. Each creature within 30 feet of you of your choice has the charmed, frightened or poisoned condition removed from them. Additionally, if a creature you have chosen is taking an illusory or otherwise false form, they must succeed a Constitution saving throw or be reverted to their original form.
Aura of Sequestration
Beginning at 7th level, you can shield yourself and your allies from the prying eyes of holier-than-thou tyrants and those who seek to dominate your minds. You and friendly creatures within 10 feet of you cannot be detected by Divination magic and cannot have your minds read against your will. This includes magic that would compel you to tell the truth or otherwise reveal whether or not you are telling the truth.
At 18th level, the range of this aura increases to 30 feet.
Watcher of the Gates
Starting at 15th level, you have bolstered yourself to deal with archangels and archdemons, and have built a rapport with the denizens of the underworld that no typical summoner could make. You gain resistance to fire and radiant damage. Additionally, when you summon a fiend via spellcasting that would normally be unfriendly or hostile toward you and your allies, they are instead indifferent at worst, but still be hostile to other creatures.
Hero of Hell
At 20th level, you have become a paragon amongst demons and devils alike, and can draw upon their power to fight on the behalf of them and your comrades. You can use your action to gain the following benefits for 1 hour:
• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons not made from silver.
• When a creature within 30 feet of you deals damage to you or one of your allies, they take fire damage equal to your Charisma modifier (minimum of 1)
• Your allies within 30 feet of you gain resistance to fire and radiant damage
• When a fiend starts its turn or moves within 30 feet of you, it must succeed an Intelligence saving throw or become charmed to you for 1 minute or until you or an ally deals damage to it.
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.