Oath of Conquest

Oath of Conquest
The Oath of Conquest calls to paladins who seek
glory in battle and the subjugation of their
enemies.
It isn’t enough for these paladins to
establish
order. The
y must crush the
forces of
chaos.
Sometimes called knight tyrants or iron
mongers, those who swear this oath gather into
grim orders that serve gods or philosophies of
war and well
-
ordered might. Some of these
paladins go so far as to
consort with the powers
of the Nine Hells
.
The archdevil
Bel, warlord of Avernus,
counts
many
of these paladins

called hell knights

as
his most ardent supporters.
Hell knights cover
their armor
with trophies taken from fallen
enemies, a grim warn
ing to any who dare oppose
them and the decrees of their lords.
Tenets of Conquest
A paladin who takes t
his oath has the tenets of
conquest seared on
the upper arm. A hell
knight’s oath appears
in Infernal runes, a brutal
reminder of
vows
to the Lords of Hell.
Douse the Flame of Hope.
It is not enough to
merely defeat an enemy in battle. Your victory
must b
e so overwhelming that your enemies’
will to fight is shattered forever. A blade can end
a life. Fear can end an empire.
Rule with an Iron Fist.
Once you have
conquered, tolerate no dissent. Your word is law.
Those who obey it shall be favored. Those who
defy it shall be
punished
as an example to all
who might follow.
Strength Above All.
You shall rule until a
stronger one arises. Then you must grow
mightier and meet the challenge, or fall to your
own ruin.
Oath Spells
You gain oath spells at the paladin
levels listed.
Oath of Conquest Spells
Paladin Level
Spells
3rd
armor of Agathys
,
command
5th
hold person
,
spiritual weapon
9th
bestow curse
,
fear
13th
blight
,
dominate beast
17th
dominate person
,
insect plague
Channel Divinity
When you take this
oath at 3rd level, you gain
the following two Channel Divinity options.
Conquering Strike.
You can use your Channel
Divinity to break a foe’s will. When you hit a
creature with a melee
weapon
attack
as part of
the Attack action
, you can
also
use your Chan
nel
Divinity to force
the target
to make a Wisdom
saving throw. On a failed save,
the target
becomes frightened of you
for 1 minute
. The
frightened
creature can repeat this saving throw
at the end of each of its turns
, ending the effect
on itself on a succ
ess
.
Guided Strike.
You can use your Channel
Divinity to strike with supernatural accuracy.
When you make an attack roll, you can use your
Channel Divinity to gain a +10 bonus to the roll.
You make this choice after you see the roll, but
before the DM say
s whether the attack hits or
misses.
Aura of Conquest
Starting at 7th level,
you emanate a menacing
aura
while you’re not incapacitated.
The aura
includes your
space,
extends 10 feet from you in
every
direction
,
and is blocked by total cover.
Any
enemy
in
the aura
has
disadvantage on
saving throws against
being frightened
.
At
18th level, the range of this aura increases
to 30 feet.
Implacable Spirit
Once you reach
15th level, you can no longer be
charmed.
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Wizards
of the Coast LLC
2
Invincible Conqueror
At 20th level, you gain the ab
ility to
harness
extraordinary martial prowess
.
As
an
action, you
can
magically
become a
n
avatar of conquest
,
gaining the following benefits
for 1 minute
:

You
have
resistance to all damage.

When you
take
the Attack action
on your turn
,
you
can
make one add
itional attack
as part of
that action
.

Your melee weapon attacks
score a critical hit
on a roll of 19 or 20.
Once you use this
feature
, you
can’t
use it again
until you
finish
a long rest.

Oath of Conquest

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