Oath of Godhood

Tenets

The Oath of Godhood is a rare one, pursued only by the most ambitious, arrogant, insane, or most often, individuals who embody all three. These paladins do not worship a god, nor are they empowered by dedication to a specific ideal. Instead, they are empowered by their extensive pride, and their faith in their ability to become a god themselves.

  • Amass followers: An aspiring god needs worshippers. By spreading the word of yourself, and either forcing or persuading the people, you obtain the praise you deserve.
  • Dissuade the naysayers: You do not tolerate those who denounce your greatness. Though you may choose to permit worship of other deities, those who dare cross you must be corrected, or purged.
  • Guide the flock: As a deity, you must protect those who give their faith to you, and when they need your aid or guidance, you give it.
  • Own your domain: In your place, you must embody something which you represent. A god referring to themself as the great creator must themselves be willing to create, and a god of war must be skilled at war.

Oath Spells

Level Spell
3rd Healing Word, Hellish Rebuke
5th Levitate, Suggestion
9th Clairvoyance, Sending
13th Dimension Door, Sickening Radiance
17th Hallow, Legend Lore

Channel Divinity

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

  • Perform Miracle: A god is loathe to fail. You can use this Channel Divinity when you make an attack roll, saving throw, or ability check to add half your paladin level (rounding up) to the roll. You can do this after rolling, but before your DM tells you if you succeeded or failed.
  • Deus Ex Machina: As a reaction to seeing a creature other than yourself roll a natural 1 or a natural 20 on an attack, you can use your Channel Divinity to invert it (thus making a 1 into a 20, or a 20 into a 1.)

Aura of Faith

At the 7th level, you and nearby allies are inspired by your godhood. You and allies within 10 feet of you are immune to Frighten effects.

To Each His Due

At the 15th level, your divine nature circulates upon those who affect you. Creatures who damage you with a melee attack take damage equal to half your Charisma modifier, rounding up. Creatures who heal you are also healed for half your Charisma modifier, rounding up.

Apotheosis

At the 20th level, as an action, you can take on a truer form of yourself. Your appearance may change drastically: for example, a god of the water domain may take on an appearance of a water elemental, or a god of darkness may become a silhouette. Regardless, you gain the following benefits for one minute.

  • Enemy creatures that see you take damage equal to your Charisma modifier at the start of their turn.
  • You can use your movement to instead teleport to an empty space you can see within 40 feet.
  • Creatures of your choice within 10 feet of you regain hit points equal to 1d6 + your Charisma modifier at the start of their turn.

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