Oath of Executions
The Oath of Executions is often regaled as a sinister or brutal oath that is taken by murderers and the worst of the church, however that isn't true. The Oath of Execution is more of a zealous janitor more than anything, cleaning up the scraps and dealing with the messes that others cannot handle by themselves, but due to most of their job being killing those deemed as "needing penance for their actions" a Oath of Execution's job is hardly without its share of bloodshed and for good reason, if nobody is there to kill... then who will give penance to those who need it the most?
Tenets of Execution
The Oath of Execution holds a high standard for it's executioners and makes sure that none leave without punishment.
Devotion. You must give no quarter, people are not allowed to have mercy when they are an insignificant speck in the grand scheme of the cosmos.
Sufficient. People don't need a second chance, and the especially do not need help from you. Your time is precious and you'll need all the time you can get to execute sinners.
Providence. Your gifts that you deal out are special and those who wish to prevent you from butchering the unworthy should feel penance for stopping a worker of gods.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Execution Spells
| Paladin Level | Spells |
|---|---|
| 3rd | hex, hunter's Mark |
| 5th | ray of enfeeblement, spike growth |
| 9th | bestow curse, vampiric touch |
| 13th | blight, sickening radiance |
| 17th | dawn, enervation |
Channel Divinity:
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Atoning Execution. As a part of an attack action you may activate this ability as a bonus action, your next attack against a creature is at advantage dealing an additional 1d10 Radiant damage and 1d10 Piercing damage
Rites of the Damned. As an action you may cause a cone of divine barbs to wreck people in your path, all creatures within a 15ft cone must make a DEX saving throw or else take 2d8 piercing damage, every time you gain a new power from your oath you deal an additional 1d8 radiant damage.
Aura of Torment
At 7th level harmful barbs jut into creatures that stray too close to fate. Hostile creatures that end their turn within 5ft of you take 1d4 radiant damage and 1d4 piercing damage.
Inevitable Fate
At 15th level if you have advantage on a creature that does not have their maximum amount of hitpoints then you may roll 3 attack rolls and take the highest one there, additionally you may reroll any damage die a number of times equal to your CHA modifier.
Death's Worker
At 20th level you are almost unstoppable, gaining vigor and vim from people that you slaughter. When you kill a creature you gain hit points equal to double your PB.
