Paladin: Oath of Adversity

by Niv

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Oath of Adversity

The Oath of Adversity calls to paladins who believe that life is a constant series of suffering and pain. These paladins find their peace amongst the chaos of difficulty, and are at their most comfortable when nothing is going their way.

Sometimes called martyrs or adversaries, those who swear this oath rarely join orders or fraternities of any kind, believing that it is better to avoid attachment, since it can only possibly result in their associates coming to harm.

Adherents of adversity don't hide from the quest for justice or doing what they believe is right; quite the opposite, they willingly put themselves to the hazard, hoping that perhaps by their intervention, they can prevent someone else from facing that suffering ... or maybe, just maybe, that they can finally put an end to their own.

Tenets of Adversity

A paladin who takes this oath frequently does so in private, affixing themselves to these ideals when no one else can see or hear but the gods. Those who cross the paths of an adversary are frequently left with the opinion that the paladin is a pessimist, but it is this dedication to their own suffering which grants them power.


  • Life is Sacred and Invaluable. I will not take the life of another if I can help it; if I must do so, I will respect it to the very end.
  • End the Suffering of Others. Pain and suffering are enemies of the sanctity of life. I must do all that I can to end pain and suffering, to the extent that I can.
  • Ease the Suffering of Others. If I cannot end with suffering no matter what I try, I will partake willingly of their suffering to bear witness of a better tomorrow.
  • Death is the Ultimate Sacrifice. If I must give my sacred, priceless life, it shall be for something greater. I will not give my life for any less.

Oath Spells

You gain the following oath spells at the paladin levels listed.

Oath of Adversity Spells
Paladin Level Spells
3rd bane, false life
5th enhance ability, warding bond
9th fear, remove curse
13th death ward, shadow of Moil
17th contagion, dispel evil and good

Channel Divinity

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

Channel Suffering. As a bonus action, you channel the damage you have sustained and turned that suffering into power. For the next minute, you gain a bonus to your attack and damage rolls based on the amount of damage you have sustained. If you are at less than your maximum hit points, you have a +1 bonus to your attack and damage rolls. This bonus increases to +2 when you have less than half your maximum hit points, and to +3 when you have less than 10% of your maximum hit points.

Intimidation. As an action, you can brandish your holy symbol and shout at your foes. Creatures of your choice within 30 feet of yourself must make a Charisma saving throw, and on a failed save, they are frightened of you for one minute. Creatures affected may make another saving throw at the end of their turn.

Aura of Adversity

Beginning at 7th level, you are able to sacrifice your own life force and channel it into bolstering your attacks and those of your allies. At the beginning of your turn, you may choose to deal 1d4 damage to yourself. This damage cannot be reduced or mitigated in any way. If you do so, all allies within 10 feet of you gains an additional 1d4 necrotic damage on attacks they make until the beginning of your next turn.

Endless Suffering

Once you reach 15th level, your body has grown inured to the suffering you endure. At the end of your turn, if you have less than half of your hit points, and more than 0 hit points, you regain 1 hit point.

Enhanced Suffering

Upon reaching 20th level, you have embraced that suffering is a natural and ordinary part of life, and are able to reinforce the suffering in others. As a reaction, whenever a creature within 30 feet of you that you can see takes damage, you can expend a spell slot of 1st level or higher to give that creature vulnerability to the triggering attack. A creature normally immune to the damage of the triggering attack is instead only resistant, and a creature normally resistant loses its resistance.

 

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