Oath of the Slayer
The Oath of the Slayer allows a paladin to seek out the rot of demons and fiends, and to remove them from the face of existance with a godly precision a rare few get to witness. The petty squabbles of mortals rarely both these paladins, instead they will hunt creatures of the night until even the mention of their names has been killed. These paladins never rest, never falter and never show remorse.
Tenets of the Slayer
The tenets of the Oath of the Slayer exist only to list what is forbidden to this Oath, and it is a short list
Do not falter. You are judge, jury and executioner and you will carry out your will on any that cross your path, for as soon as they do their life is forfeit.
Give no quarter. You expect your enemies to strike you down as soon as they are given the chance, it is only right you return the favour
Never meddle. It is not your place to fight for crowns or countries, nor to take up arms against common folk, unless provoked you must keep you focus on the hunt for evil
Oath Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Cause fear, Inflict wounds |
| 5th | Heat metal, See invisibility |
| 9th | Counterspell, Crusader's mantle |
| 13th | Fire shield, Locate creature |
| 17th | Destructive wave, Immolation |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Execution When you kill a creature, you can use your channel divinity to gain hitpoints equal to twice your paladin level, then move up to 10 feet and make an attack or gain advantage on your next attack.
Onslaught You can use your Channel Divinity to grant you power when you need it most. Whenever you take the attack action you can use your channel divinity to gain one extra attack and roll one extra damage die on each attack.
Slayers Arsenal
Additionally starting at 3rd level you gain proficiency in all weapons including fire arms.
Aura of Doom
Beginning at 7th level, your rage and power flow out in powerful waves, whenever you deal damage, all enemies within 10 feet of you gain disadvantage on their next attack roll, saving throw or ability check. At 18th level, the range of this aura increases to 30 feet.
Hellforged
Beginning at 15th level, you have become accustom to the fiery might of your enemies, you now have resistance to fire damage as well as any spells cast on you by a fiend or celestial and advantage on any rolls a fiend or celestial forces you to make.
Berserker Sentinel
At 20th level, you gain the ability to use hells energy as your own weapon and turn all that you see into a fine red mist. As an action you activate this ability and gain the following benefits for 1 minute.
- You have advantage on attack rolls, and you can chose one weapon or your unarmed strike, that weapon now deals 2d12 damage of its type and counts as magical
- Your movement speed is increased by 15 feet.
- You have resistance to all magical damage.
- You can not be charmed or frightened.
- Killing a creature heals you hitpoints equal to twice your paladin level.
Once you use this feature, you can't use it again until you finish a long rest.