Knight of Hekaton: Paladin Oath

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Oath of Hekaton

The Oath of Hekaton is a oath that has existed for as long as Hekaton himself. Sometimes called Stormlords. Blue Knights, or Knights of Hekaton, paladins who swear this oath cast their lot with the giants and are dedicated to preserving the Ordning. These paladins, by extension, are champions of order, looking at the giant ordning as an example of perfection and order. They swear themselves to Hekaton to spread the Ordning accross the world, with the smaller races being underneath the giants, using storm as their weapon. Enemies of the oath claim that they are hypocrites, using the chaotic power of nature to enforce order. However, paladins of this oath regard this as pure nonsense - it is the power granted to them by Hekaton, enforcer of the ordning, so how could it be anything but orderly?

Tenents of Hekaton

The tenents of Hekaton have been preserved by the Blue Knights for many centuries. This oath emphasizes the principals of order and the law more then any other. It's commandments are simple.

Be a Follower. Follow the law no matter what. Never break it, no matter how dire the situation may be - do not cause unrest or riot, simply follow.

Listen without Hesitation. Listen to your commanders, whether it be Hekaton himself or another entity, and strive to follow their commands and execute them as efficiently and orderly as possible. Never show any sign of hesitation to your superiors.

Spread Order. This world is imperfect, in disarray, chaos. It is your duty to preserve and spread order in the world.

Lawfulness. Always remain lawful and keep a record of all your affairs - make sure to never commit a single crime that would break the order of the society that you live in.

Oath Spells

Level Spell
3rd thunderwave, command
5th gust of wind, hold person
9th lightning bolt, slow
13th compulsion, storm sphere
17th commune, storm

Channel divinity

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

Hekaton's Storm. You call the power of Hekaton to create a small stormlike effect to push back your foes. As an action, you can cause wailing gales and lightning to attack a creature within a 10ft radius of yourself. The target must make a Dexterity Save. On failure, the target is pushed back 10ft and takes 1d10 lightning damage.

At higher levels, your damage increases. At 5th level, it is 2d10 lightning damage. Every 4 levels you gain after 5th level increases the damage by 1d10.

Hekaton's Authority. As an action, you call upon the authority of Hekaton to guide your foes to the path of Order.. Each creature with a chaotic alignment within 30ft that can hear you must make a Wisdom saving throw against your paladin spellcasting DC. On a failure, the creature is turned for one minute or until it takes damage.

Aura of the Paramount

Starting at 7th level, while you are conscious, the area within 10 feet of you is difficult terrain for creatures of your choice. If there are any creatures standing inside of this aura at the start of your turn, you can deal lightning damage equal to your Charisma modifier to one of them.

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

The Fighter of Hekaton

Starting at 15th level, you begin to transform into a fully fledged warrior of Hekaton, equal to the storm giants themselves. The ability to strengthen your lightning manifests itself at this point, as the lightning gets stronger as your own strength grows. You can add your Constiution Modifier and your Proficiency Bonus both to any lightning damage you or your allies deal as a bonus action.

Champion of Hekaton

At 20th level, you can assume a form not unlike the form of a paramount, the leader of a Storm Giant tribe. Hekaton has gifted you with leadership over Storm Giants as a mortal lieutenant of himself, and you can channel this gift through your body. Your body starts to grow and become more fluid, as the area around you grows windy and the sky starts to gather storm clouds. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits.

  • Your size and your equipment is enlarged up to Huge and you gain advantage on any strength related checks or saves.
  • Whenever you cast a paladin spell that has a casting time of one action, you can cast it using a bonus action instead.
  • For the length of the transformation, you gain immunity to lightning and thunder damage.
  • For a 1 minute period, along with several other effects, casting Control Weather at 8th level requires no spell slot.

Once you use this feature, you cannot use it again until a long rest.

Other homebrew

This section of the document will include homebrew spells that I have created/reflavoured for use with the subclass. Enjoy!

Storm

5th level, Evocation


  • Casting Time: 1 action
  • Range: 120ft
  • Components: V, S
  • Duration: Concentration, up to 10 minutes.

Storm clouds gather in the sky as you raise your hands, reciting an ancient charm of the stormlords to smite your enemies. You choose a point within range of you to focus this spell. All creatures within a 30ft radius of that point are subject to a whirling miniature lightning storm. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. The creature takes 5d8 lightning damage on a failed save and is knockbacked 30ft from the center of the storm, or half as much damage on a successful one, and is not knockbacked.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

 

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