Oath of Fury
The Oath of Fury tempts paladins who have been transformed by their circumstances and offenders into little more than demons of hatred. They never give up a grudge and can never be dissuaded from their dark path. Basking in the blood of their opposition, paladins who follow the Oath of Fury crush the weak and doggedly hunt the ones who have ruined them.
They have no desire to rule like the paladins of the Oath of Conquest or a desire for justice like the paladins of the Oath of Vengeance. These paladins may understand that their carnage is abhorrent, but their fury will allow them nothing less.
Tenets of Fury
Remembrance. Never forget the ones who have made you into the monster that you are. It should go without saying that you should never forgive them.
Righteousness. Your fury is righteous. Your ears should be deaf to the protests of the ignorant who don’t understand you.
Relentlessness. Your fury is undying; you should learn to be as well.
Wrath. Mercy for your foes is a fool’s act. Wreak your wrath upon your enemies and make sure them crossing you is the last mistake they’ll ever make.
Oath Spells
| Paladin Level | Spells |
|---|---|
| 3rd | armor of agathys, hellish rebuke |
| 5th | hold person, heat metal |
| 9th | spirit shroud, fly |
| 13th | death ward, fire shield |
| 17th | dominate person, hold monster |
Credits
Artwork 1 By: SIXMOREVODKA STUDIO Renekton
Artwork 2 By: Alvin Lee
Hextech Renekton
Page Stains By: Jared Ondricek (/u/flamableconcrete)
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Cull the Meek
You can use your Channel Divinity to take what little strength your foes have and make better use of it. As an action, you make a powerful sweep with your weapon. Each hostile creature within 10 feet of you must make a Dexterity saving throw. They take 2d6 + your Strength or Dexterity modifier slashing damage on a failure and half as much on a success. For each creature you damage with this feature, you regain 1d4 hit points. You can heal up to your proficiency bonus in dice when you use this feature.
At 5th level, you deal 3d6 + your Strength or Dexterity modifier slashing damage with this feature. At 11th level, you can add the damage from Improved Divine Smite to this feature.
Ruthless Predator.
You can use your Channel Divinity to ruthlessly cripple your foes. When you deal damage with your Divine Smite feature, you can expend a Channel Divinity to knock the target prone if they are Huge or smaller. If they stand up after being knocked prone by this feature, you can viciously kick them while they’re down and make an unarmed strike against them as a reaction.
Rush of Hatred
Starting at 7th level, the hatred you exude is stifling when you’re not incapacitated. You reduce the damage you take by your Charisma modifier.
Additionally, when you take the Attack action, you can move up to 10 feet before each attack to an unoccupied space that you can see. This movement does not provoke opportunity attacks. You can only move this way a number of times equal to your proficiency bonus until you finish a short or long rest.
Empowered Divinity
At 15th level, your Channel Divinity has been empowered.
Cull the Meek.
You can now use your Cull the Meek when you make an attack as part of your Attack action. Additionally, you recover 1d8 hit points when a creature takes damage instead of 1d4.
Ruthless Predator
When you use Ruthless Predator on a creature, they must also succeed on a Dexterity saving throw or be stunned until the end of your next turn. If they are stunned by this feature, you can make a melee attack against them as a bonus action.
Dominus
At 20th level, you gain the ability to personify dominance and rage. As an action, you can ascend into a divine embodiment of fury, gaining the following benefits for one minute.
- Your size and everything you wear and carry becomes Large.
- All of your melee attacks gain the Reach feature and deal 1d12 extra damage.
- Your Cull the Meek deals 4d12 slashing damage + your Strength or Dexterity modifier, and you regain 1d12 hit points when a creature takes damage.
- Whenever an enemy creature starts its turn within 15 feet of you, they take 8 psychic damage.
- Creatures have disadvantage on saving throws against your Channel Divinity.
Once you use this feature, you can't use it again until you finish a long rest.
