Sacred Oath - Oath of the Dominant

For millenia, eikons - great elemental spirits - have existed as objects of worship and fear. Rarely seeing fit to step into the mortal realm themselves, these chaotic and capricious spirits instead have seen fit to bestow their 'blessings' unbidden on mortals in a cruel mockery of a god's clerics. These individuals are called Dominants. Though many turn away from the Eikons gifts, some embrace it for their own ends, choosing to develop their eikons powers and make it their own. They receive no guidance from those who bestowed their powers, but inevitably all Dominants seek to change the world and reshape it.

Tenets of the Dominant

Few Dominants ever truly adhere to the same tenets, as one another, though these are some of the more common tenets one might see.

Choose Your Own Fate: Though the eikon granted you powers they did so without your request. You forge your own fate, against man, against eikons, and against gods. None instruct you, save those that you choose.

Live Fiercely: Dominants who embrace their nature typically live fast and die young, and they embrace a reckless, brutal lifestyle to do so. You always seek more, never being satisfied with what you have.

Blood Must Flow: Peace is not an option for a Dominant. They seek conflict in all things.

Oath Spells

You gain Oath Spells at the Paladin levels listed. In addition to always having these spells prepared, you may cast each of them once per long rest without expending a spell slot once you have reached the appropriate level.

Level Spells
3rd Absorb Elements
5th Augury
9th Protection From Energy
13th Guardian of Faith
17th Steel Wind Strike

Awakening

At 3rd level you dedicate yourself to your Dominant's powers, accepting them into yourself. You choose an eikon from the list below, which influences a number of features you gain in this class. More details of your eikon choice are included at the end of this class description. Once your eikon has been chosen, you cannot change this. You gain additional Oath spells based on your eikon choice, and when you deal damage with your Divine Strike or Improved Divine Strike features you can choose to change the damage type from Radiant to your eikon's damage type.

Eikon Damage Type Eikon Spells
Garuda Thunder Thunderwave, Gust of Wind, Wind Wall, Freedom of Movement, Control Winds
Ifrit Fire Hellish Rebuke, Scorching Ray, Fireball, Fire Shield (Warm), Immolation
Ixion Lightning Longstrider, Blur, Lightning Bolt, Storm Sphere, Synaptic Static
Leviathan Acid Grease, Acid Arrow, Tidal Wave, Control Water, Maelstrom
Shiva Cold Armour of Agathys, Rime's Binding Ice, Sleet Storm, Fire Shield (Cold), Cone of Cold,
Titan Magical Bludgeoning Earth Tremor, Spike Growth, Meld into Stone, Stone Shape, Wall of Stone

Once per turn when you hit with a weapon attack you can use your bonus action to unleash a burst of your eikon's magic at the target. They must succeed on a dexterity saving throw against your spell save DC or take 1d8 + your charisma modifier of your eikon's damage type. On a successful save they take half as much damage.

Channel Divinity

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

Semi-Prime: As a bonus action you can use your Channel Divinity to partially invoke your eikon's powers. For one minute you gain the following benefits, some of which unlock as you gain further levels in this class:-

  • Your weapon attacks deal an additional 1d6 damage of your Eikon damage type.
  • Your movement speed is increased by 10ft.
  • (Requires 6th level) You gain Immunity to your Eikon's damage type.
  • (Requires 6th level) So long as you are above 1 hit point you regain hit points equal to your charisma modifier at the start of each turn.
  • (Requires 11th level) You can cast any of your Eikon spells from your Awakening feature as a Bonus Action, instead of an Action.

Precision Dodge: You can invoke your Channel Divinity as a reaction when attacked by a creature. You give the attack disadvantage. If the attack misses by 5 or more you may immediately make one attack against the attacking creature, with advantage. If this hits, you regain your use of Channel Divinity.

Aura of Eikonic Power

At 7th level you project a 10ft aura around yourself of your eikon's power. Enemy creatures who enter into your aura or start their turn there take damage of your eikon's type equal to your charisma modifier. If your Semi-Prime feature is active the damage of this is doubled.

At 18th level the aura's range increases to 30'.

Improved Awakening

From 15th level whenever you deal damage with your Awakening feature's bonus action, you gain temporary hit points equal to the damage dealt. Its damage also increases by 1d8.

Charged Magic

From 15th level, whenever you cast a paladin spell you can use your bonus action to treat it as if it were cast from a spell slot one level higher than the one you expended.

Prime Manifestation

From 20th level, you are able to fully Aspect into your Eikon's power. As an action you can transform into your eikon for 1 minute, or until your hit points are reduced to 0. Your hit points are unchanged but your statistics and class features otherwise are entirely replaced by the eikon statistics at the end of this class description. As magical creatures, the damage of any of your eikon's attacks are magical for the purpose of overcoming damage resistances and immunities.

Prime Manifestation can be used once, refreshing on a long rest. Once this has been expended you can use it again by expending two 5th level spell slots.

Eikon Information

Garuda, Queen of Storms

Garuda is the Queen of Storms, an eikon primarily associated with all things wind-based. When you take on her form your own body falls away, replaced by a harsh yet beautiful woman with avian horns, four wings springing from your back, and razor sharp talons on both your arms and legs. Garuda is always accompanied by a breeze that seems to wax and wane with her emotional state, and she leaves a never-ending trail of fallen feathers in her wake.

Her voice is harsh, screeching almost, reminiscent of a harpy. Garuda's movements are graceful and elegant as the wind, yet a cruel and ruthless streak runs through her. Once angered, it is difficult to calm her rage once more. Dominants who take on Garuda's form may find themselves more quick to the kill, embodying not just her body but also her mind.

Though savage and ruthless to her foes, Garuda is deeply protective of those beneath her, and a sure way to her her ire is to threaten them in any way.


Garuda

Huge Elemental


  • Armor Class 17 (natural armour)
  • Speed 30', Flying 80'

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 20 (+5) 16 (+3) 18 (+4) 20 (+5)

  • Saving Throws Wisdom +10, Charisma +11
  • Damage Resistances magical slashing, non-magical bludgeoning and piercing, cold, fire, lightning
  • Damage Immunities thunder, non-magical slashing.
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses passive Perception 14, truesight 30'.
  • Languages Common, Primordial

Feather Rain. While in combat, rains of feather rain down upon up to three enemy creatures within 60' at the end of your turns. These attack with a modifier of +11, and hit for 2d8 magical slashing damage.

Swirling Vortex. Other creatures flying speeds are reduced by half while they are within 100' of you. You may choose to exclude any creatures you wish from this effect.

Graceful Motion. You do not provoke opportunity attacks.

Actions

Multiattack You attack twice with your claws, and once with your wingslash.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Wingslash. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Mistress of the Wind. Once per long rest you can cast Control Weather, as the spell.

Bonus Actions

Summon Razor Plume. As a bonus action you can summon a plume of razor feathers (AC 15, 30 HP) at a point within 30'. At the end of your turn, any active razor plumes deal 2d8 magical slashing damage to any creatures within a 5' radius. You may have 5 razor plumes active at any one time. A razor plume lasts for 1 minute or until destroyed.

Ifrit, Flame's Fury

Ifrit is the incarnation of fire and fury, and one of the most beastial of the Eikons. Though he can stand bipedal, Ifrit is most often seen on all fours, hunched forward. His thick, cragged leather hide is a mottled mismatch of deep reds, absolute blacks, and vibrant oranges and yellows of flame.

Both arms and legs end in enormous sharp claws, and a large prehensile tail sprouts from his lower back. Two enormous black horns, pulsing with fiery light, adorn Ifrit's head, and his animalistic jaw is constantly breathing a light stream of flame.

Those who face Ifrit in battle rarely live to tell the tale, such is his savagery. Dominants who embody Ifrit will find themselves pushed to the brink - unwilling to concede a loss, unwilling to flee, and unwilling to stop even in victory. Though Ifrit himself rarely stands with allies, he does sometimes utilise subordinates, and they are almost in as much danger from their master as they are from the enemy.


Ifrit

Huge Elemental


  • Armor Class 19 (natural armour)
  • Speed 40'

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 16 (+3) 18 (+4) 20 (+5)

  • Saving Throws Strength +12, Constitution +11
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, cold, thunder, lightning
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses passive Perception 14, Darkvision 120'
  • Languages Common, Primordial

Searing Flame Any fire damage you causes reduces the creature's maximum hit points by the same amount. This effect can only be removed by a Greater Restoration spell or stronger magics.

Enflamed Form. Whenever you would would take fire damage the damage is reduced to zero, and instead heals you for the original amount of damage.

Heightened Critical. You deal critical damage on an attack roll of 18, 19 or 20 instead of only 20.

Actions

Multiattack. You make two claw attacks and one bite attack.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage

Eruption (Recharge 5-6) Choose a target within 60'. At the start of their next turn, a 20' radius circle of flame appears beneath their current location. This detonates for 8d8 fire damage and 2d8 bludgeoning damage at the end of their current turn. This effect repeats on the creature on their next two turns.

Reactions

Infernal Nail. When you takes 30 or more damage in one turn, you can use your reaction to summon an Infernal Nail within 30'. This object has an AC of 12 and 40 HP. If it is not destroyed within 2 rounds, it detonates dealing 5d8 fire damage to all creatures within a 20' radius sphere.

Ixion, Sparking Steed

The eikon of Lightning was once theorised to have been used as a steed of the gods, before being cast away for disobedience. This prideful unicorn now owes allegiance to no mistress or master. Those that would try to tame Ixion inevitably find themselves struck by his charged vengeance, they defences stirpped asunder. That is not to say that Ixion allows no rider though. Those who meet him as an equal, who treat him with respect and who earn his respect in kind may be granted the priviledge of sitting astride this mighty beast.

Ixion appears as a muscular black horse, with flowing electric-white mane and tail. When he runs, it's as if he appears as a bolt of lightning piercing the night. The single horn atop Ixion's head is almost half the length of his body, curving into a long, deadly sickle shape.


Ixion

Huge Elemental


  • Armor Class 18 (natural armour)
  • Speed 60'

STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 20 (+5) 16 (+3) 18 (+4) 20 (+5)

  • Saving Throws Dexteriy +12, Wisdom +10
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, cold, thunder, fire
  • Damge Immunities Lightning
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses passive Perception 14, Darkvision 60', Blindsight 20'
  • Languages Common, Primordial

Crippling Blow. When a creature takes damage from your attacks or Aerospark, their movement speeds are halved until the end of their next turn. If you deals a critical strike, they lose their action on their next turn.

Crackling Skin. Whenever a creature within 5 feet of you hits you with a melee attack, your's body crackles with electricity. The attacking creature takes 2d8 lightning damage.

Rush. If you move more than 30' on your turn before attacking you deal an additional 2d6 lightning damage on each attack and do not provoke opportunity attacks for the rest of your turn.

Actions

Multiattack. You maks two horn attacks and one hoof attack.

Horn. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) slashing damage + 7 (2d6) lightning damage.

Hoof. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Aerospark (Recharge 5-6) You channel charged electrical energy into your horn, before flinging it at a creature within 45'. They take 8d8 lightning damage and have any active beneficial spell effects stripped from them. On a successful constitution save the damage is halved, and they only have the lowest level beneficial spell effect stripped.

Leviathan, the Tsunami

Many sea-based cultures, pirates, and water dwellers pledge fealty to the great sea serpent leviathan, the eikon of Water. As fickle as the seas themselves, Leviathan's mood is flighty and capricious. Some might call it playful, but when the play results in sunken ships and decimated crews it is hard to consider it a mere jest or jape.

Leviathan appears as an enormous sea serpent, with two massive wings that slice through ocean just as easily as air. The shimmering blues of its scales allow it to pass unseen beneath the waves, striking unseen at ships. It rarely attacks directly, preferring instead to use its mastery over water to allow it to strike from a distance unseen, only diving in to feast on the remains once the threat is removed.

Dominants who embody Leviathan may find themselves taking only one matter truly seriously: insults to their person. All other matters may begin to seem trivial to the eternal lord of the waves and his 'drowned' subjects.


Leviathan

Huge Elemental


  • Armor Class 18 (natural armour)
  • Speed 10', Swim 80'

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 20 (+5) 16 (+3) 18 (+4) 22 (+6)

  • Saving Throws Dexteriy +10, Constitution +11
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, cold, thunder, lightning, fire, poison
  • Damage Immunities. Acid
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses passive Perception 14, Darkvision 120', blindsight 20'
  • Languages Common, Primordial

Veil of the Whorl. Whenever a creature attacks you or targets you with a hostile spell, a blast of especially noxious water deals 2d8 acid damage to them.

Amphibious. You can breathe air and water. In addition while fully submerged at least 20' deep water you are considered Invisible.

Ascent. Though you lacks a flight speed, so long as they use 20' of movement in water initially they can convert their remaining swim speed to flight speed that turn.

Actions

Gyre Spume. Ranged Spell Attack +12 to hit, range 60ft., one target. Hit: 20 (4d6+6) acid damage plus 7 (2d6) poison damage.

Master of the Waves. You can cast Control Water, as the spell, without material components. You can apply this spell to any body of water of sufficient size, be it freestanding or otherwise. So great is your mastery of water that you can exclude yourself from any of its effects even if they are in the centre of them.

Tsunami. Once per long rest you can cast Tsunami, as the spell.

Shiva

Shiva is often considered the most benevolent of the Eikons, in that she is the only one to offer aid to mortals who earnestly beseech - and more importantly, require - it. She has many titles among those who call to her or give her worship, but her most well known title is simply 'Shiva, Winter's Saint' or 'Saint Shiva'.

Shiva appears as a tall, beautiful human woman, with long flowing hair of white ice. Her skin colour is that of fresh snow, and her eyes gleam a winter's blue. Her clothes differ frequently, however they are almost always some variant of azure dress, often with a flowing cape, armoured adornments or other aesthetic additions.

Dominants who take on Shiva's form may be drawn to aid others for no return, viewing even small acts of charity or succor worthy of their attention. Though the other eikons have little care for Dominants who take their blessing, Shiva does notice and care when one does so. If they abuse her powers in service of evil, the boreal lady may seek to exact retribution.


Shiva

Huge Elemental


  • Armor Class 19 (natural armour)
  • Speed 30', Flying (Hover) 30'

STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 20 (+5) 16 (+3) 18 (+4) 20 (+5)

  • Saving Throws Dexterity +12, Wisdom +10
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, fire, thunder, lightning
  • Damage Immunities Cold
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses passive Perception 14, Darkvision 120'
  • Languages Common, Primordial

Ricochet. If you hit a creature with an attack from your Glass Bow you can choose to ricochet it to up to two other creatures within 5' of the initial target. Damage from a ricochet is halved.

Animated Ice. While below half health, you manifest an animated shield, setting you AC to 22.

Actions

Multiattack You make two attacks with your Glass Bow.

Glass Bow. Ranged Weapon Attack: +12 to hit, reach 150/600ft., one target. Hit: 13 (2d6 + 6) cold damage.


Driving Frost (Recharge 5-6) You fire a line 50' long, 5' wide line of cold air, dealing 8d8 cold damage, or half as much on a successful constitution saving throw. Driving Frost cannot be used on the same turn that Shiva uses Mirror Mirror.

Diamond Dust. Once per long rest, and only while you are below half health, you can unleash a boreal winter. Creatures you choose within a 100' radius must succeed on a constitution saving throw or be frozen until the end of your next turn. Frozen creatures gain resistance to all damage types, immunity to cold damage, and enforces the Unconscious condition.

Frozen immediately ends if the creature any takes fire damage, or if it takes two instances of non-fire damage. On your next turn you can use your action to shatter any still-frozen creatures, ending their frozen status and dealing 12d12 cold damage.

Bonus Action

Mirror Mirror. You summon a mirror of ice at a point within 60'. When summoned, you choose the direction the mirror is facing. You can move into any active mirrors and teleport to another mirror freely. In addition, if you use Driving Frost any active mirrors duplicate the effect in the direction they're facing. You can have up to three mirrors active at any one time. A mirror has 15 AC and 40 HP.

Titan, Lord of Crags

The lord of crags is the Eikon of Earth. While some might describe him as peaceful in nature, in truth it is more that he merely wants stasis. Titan is most content when nothing is going on and the world around him is static, unmoving, like the rocks that make up his bulky form.

When forced into action, Titan is as a landslide. Utterly unrelenting until he can once again return to his peaceful slumber. For this reason he has few who worship or beseech him for aid, as doing so would be a disruption of the status quo that he enjoys so readily. The best result for a follower of Titan is that he ignores you. The more likely result is that instead of helping you, he destroys you without a second thought, before returning to rest.

Titan appears as a tall, yet squat, rotund, rocky humanoid with a flat face, enormous thick arms, and a sprout of colourful crystalline hair in the shape of a topknot on his otherwise bald head. Gleaming gemstone cracks run in rivulets across his darkstone form, and each step is accompanied by a resounding heavy stomp.

Dominants who embody Titan may find themselves drawn towards apathy as their primary desire - to not act. Only when forced to act will they do so, and when they do so it will be with as much energy as the can muster, before returning back to their previous docile state. Even walking may seem unimportant to one who embodies Titan.


Titan

Huge Elemental


  • Armor Class 22 (Natural Armour)
  • Speed 30', Burrow 30'

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 22 (+6) 16 (+3) 18 (+4) 20 (+5)

  • Saving Throws Strength +11, Constitution +16
  • Damage Resistances Bludgeoning and Slashing, from Nonmagical Attacks, Magical Piercing damage cold, thunder, lightning, fire
  • Damage Immunities Non-magical piercing damage
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses passive Perception 14, Darkvision 120'
  • Languages Common, Primordial

Earthbending. The area 30' around you is difficult terrain. You can exclude any creatures from this effect freely.

Crushing Fist. Whenever you hits with your fists you can choose to knock a creature prone or push them back 10'.


Patient Heart. If you are below half health and don't attempt to deal damage during your turn you regains 3d10+18 hit points.

Actions

Multiattack. You make three attacks with your fists.

Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Landslide. Once per long rest, you can unleash three waves of earth from yourself. Landslide affects 3 separate 10' wide 50' long lines. These can overlap in area, but a creature can only be affected by one per cast. Creatures in the area take 6d8 bludgeoning damage, are knocked back to the end of the the line they're in, and are knocked prone. On a successful strength save they take half damage and are only knocked back 10'.

Reactions

Granite Gaol (Recharge 5-6). As a reaction when struck by an attack, you can attempt to encase a creature in a gaol of rock. If the creature fails a dexterity saving throw they are locked inside, becoming Immune to all damage and Unconscious. The gaol has an AC of 18, 50HP and lasts for 1 minute. Once the gaol is destroyed the creature inside instantly awakens once more and loses their damage immunity. If the full duration elapses the gaol crushes the prisoner, dealing 12d10 bludgeoning damage that cannot be resisted or negated. The gaol then collapses, and the prisoner is freed.