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## Oath of Abstersion The Oath of Abstersion is struck as a last resort by most, and by overly ambitious zealots when unecessary. During conflicts where a village must be cleansed in order to stem the tide of ruin to those villages surrounding it, paladins of fire and brimstone must rise to the occasion. Feared and hated by many, most paladins execute this work with grim foresight and heavy hearts, while others engage with crazed zeal and flaming aspiration. #### Tenets of Abstersion A paladin who takes this oath must keep the tenets of Abstersion kindled with the blood of evil, lest they become kindling themselves. **Purge Evil** Evil breeds evil, good breeds good. The righteous must stem the tide of villainy with steel and fire. **Cleanse the Land** The wicked will use lies and spells to corrupt the land and those upon it. Scorch the earth if it is required to cleanse these roots of heresy. **Repent or Writhe** Those who repent will reach salvation, those who relent must reach abstersion. #### Oath Spells You gain oath spells at the paladin levels listed. | Paladin Level | Spells | |:---:|:-----------:| | 3rd | *burning hands, zephyr strike* | | 5th | *hold person, scorching ray* | | 9th | *fear, slow* | | 13th | *fire shield, wall of fire* | | 17th | *flame strike, hold monster* | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Grasp** As a bonus action you can embue your weapon in order to ensure your foes do not escape your purging grasps. For the next minute, once per turn when you strike an enemy with a weapon attack, you can reduce their movement speed by 10ft until the beginning of your next turn. \columnbreak
**Purifying Fervor** As a bonus action you can fill your soul with righteous vigor whenever you execute the spawn of evil for 1 minute. Whenever you reduce a creature to 0 hit points, you are healed an amount equal to your Charisma modifier. If you slew them as part of utilizing a smite, you also gain an amount of temporary hit points equal to your paladin level. When the minute passes, you lose any temporary hit points granted by this feature. #### Trial by Fire At 7th level you can magically pull creatures towards you, so you can better assess their sins. As an action you can force all creatures within a 15 foot cone originating form you to make a Dexterity saving throw. On a failure they suffer 3d6 fire damage and are pulled to the closest available space adjacent to you. You learn their alignment, and over the next minute you know if their current hit points is equal to or below your level. On a successful save they suffer half damage. #### Fire and Brimstone Starting at 15th level, you can crush the wicked with a flaming strike. As an action you can make one melee weapon attack. On a hit the target suffers 2d8 additional fire damage, and all enemies within 10ft of the target must succeed a Constitution saving throw or take half the amount of damage the original target suffered (rounded down). You can use this feature a number of times equal to your Charisma modifier every short rest (minimum of once). #### The Rapture Encroaches At 20th level, as an action, you can ascend into a fiery herald of purification, gaining the following benefits for 1 minute: - Whenever you reduce a creature to 0 hit points with a smite, roll 1d4. You can regain a spell slot of a level equal to or lower than the result rolled (your choice), to a maximum of the level of spell slot used for the smite. - When an enemy hits you, you can expend your reaction to make one weapon attack against them, dealing an additional 2d8 fire damage on a successful hit. Once you use this feature, you cant use it again until you finish a long rest. **Art Credit:** SIXMOREVODKA Studio