Oath of Oblivion

The Oath of Oblivion binds a Paladin to the ideals of entropy and ideas of enlightenment through the scattering of the soul. A paladin of the natural order seeks to bring order through chaos and that all things lead to chaos. These paladins do not meet the ideals of a typical paladin and typically find themselves Chaotic neutral.

Tenets of Oblivion

Introduce Ruin to Systems of Order.Kith attempt to assert control over the natural order. Do not encourage this behavior and seek to undermine it when you can.

Mercy for the Feeble. The only true mercy in this world is death. I do not let my enemies live; death is the only blessing they deserve.

All Death is Sacred. Bringing back those without a purpose disrupts the natural order. Do not tarnish a soul beyond the moment of death. Excess violence is unholy.

Honesty. Be forthright in your intentions and words. Those who lie seek only to protect order and unnecessary life.

Death is the Eternal Reward. To have one’s soul scattered into oblivion is all we can ask to provide for this world, however, as a servant, you are not released to death until you have finished your life’s work.


Oath Spells

You gain Oath Spells at the Paladin Levels listed

Paladin Level Spells
3rd Armor of Agathys, Ray of Sickness
5th Eyeburn, Ray of Enfeeblement
9th Hunger of Hadar, Irradiate
13th Sickening Radiance, Blight
17th Cone of Cold, Enervation

Channel Divinity

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

Snuff Out The Fallen

You can use your channel divinity to shepherd those who are on death’s door. As a reaction to reducing a creature to 0 hit points on your turn, you force that creature to make a Charisma Saving Throw against your paladin class save DC. On a failed save, the creature is instantly killed, and you add hit points to your Lay on Hands pool equal to your level plus your Honor modifier.

Mark of Oblivion

You can use your Channel Divinity to create vacuum within a creature of your choice. As an action, you can choose a creature that you can see that knows of your presence. You place a mark on the creature to condemn them to death. Each time you deal damage to the target, they are brought closer to death, dealing an additional amount of cold damage equal to your Honor modifier. When you reduce this creature to 0 hit points, you may use your Snuff Out the Fallen as a reaction without expending a use of Channel Divinity.

If you do not kill the creature before your next long rest, you take a -4 penalty to all Attack Rolls, Saving Throws, and Ability checks while not pursuing the target. Every time you finish a long rest, the penalty is reduced by 1 until it disappears.


Aura of Significance

Starting at 7th level, choose one of the following damage types: necrotic, cold, or radiation. All friendly creatures within 10 feet gain resistance to that damage type. On a long rest, you may swap out damage types.

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


Consignment

Starting at 15th level, spending 1 minute with a dead creature, you can ensure their soul is scattered to oblivion. The creature must make a Charisma Saving Throw. On a failed save, the creature is consigned to oblivion. Their soul is sent to the edge of the Divine Planes, a vacuum simply known as Oblivion where their stored energy will await its new form. Their soul cannot be recovered short of using a true resurrection spell after finding their soul in oblivion via astral projection. A consigned soul cannot be recovered with a wish, but a wish can reveal the location of the soul. A creature that succeeds on its saving throw is immune to this effect until their next death.


Inevitable End

Starting at 15th level, all damage that you deal also reduces the maximum hit points of the target equal to the damage dealt. If a creature’s maximum hit points are reduced to 0, they instantly die. This effect wears off after a minute.



Final Reckoning

At 20th level, your time has come, and your journey will soon be over. Shortly, you will be granted the peace of death. If you die after hitting 20th level, your death is permanent. However, before this point, you gain go out with your final reckoning. As a bonus action, you gain the following abilities for 1 Minute.

  • You gain resistance to all damage and are immune to spells of 6th level or lower.

  • All abilities which would expend a spell slot are cast at 5th level and do not expend a spell slot. Additionally, you gain infinite uses of Channel Divinity

  • You are immune to all negative conditions.

  • You gain a fly, climb, and swim of 120 feet

  • You gain true sight and blindsense out to 120 feet.

  • You choose the music, bro, you earned it.

If you are successful imprisoned by an effect such as the imprisonment spell or similar magic, this ability ends without its conclusion.

After this ability ends, you gain 1 Wish to be used immediately, granted by a god of entropy, and then immediately die; nothing can prevent your death here. Your soul is scattered throughout oblivion and cannot be recovered in any way. You did it.