dauntless/content/Classes/Paladin/Oath of Anathema.md
2026-03-08 21:51:42 -06:00

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Raw Blame History

Paladins wishing to end immediate threats posed by evil creatures and who dont mind the stains of close dealings with such creatures swear an oath of Anathema. These paladins use the tools of the enemy—typically guile and threats—against the enemy, preferring those over blades. However, they have no problem resorting to direct combat when necessary. Many argue these paladins are no better than the evils they purport to fight, but few can argue against the results of their efforts.

Tenets of Anathema

Paladins who swear the oath of Anathema are often quick to adapt to unexpected situations, and though this can take unexpected forms, depending on the individual, their actions all evolve from the same convictions.

  • Evil Is a Viable Tool. Take advantage of evil creatures venal natures to gather information on their superiors or turn them against former allies.
  • Forcing a Retreat Is a Victory. Weigh the benefits of removing an imminent threat at great cost and regrouping to deal with it permanently at a later time with collateral damage.
  • Moral Flexibility. Your foes dont care about the concepts of compassion, honesty, or honor, and sometimes, you must also eschew them for the greater good.
Anathema Progression
Paladin Level Features
3rd Anathema Oath Spells, Channel Divinity: Reveal Deceivers, Channel Divinity: Turn the Profane, Expanded Proficiencies and Talent List
7th Aura of Fearsomeness
11th Direct Action
15th Divine Anathema

Channel Divinity 

3rd-Level Anathema Feature 

You gain the following two Channel Divinity options. 

  • Reveal Deceivers. As an action, you present your holy symbol and call out falsehoods in creatures within 30 feet of you. Each creature in the area that is using magic or a feature to disguise itself (such as the disguise self spell or a hags Illusory Appearance) or to take on a form other than its true form (such as the alter self spell or a werewolfs Change Shape) is outlined in holy light of a color of your choice for 1 minute. While outlined in this light, a creature takes radiant damage equal to your CHA modifier at the start of each of its turns, cant benefit from being invisible, and attack rolls against it have advantage. A creature outlined in light can make a CON save at the end of each of its turns, ending the effect on itself on a success.

  • Turn the Profane  As an action, you present your holy symbol and utter dire warnings of destruction to unholy creatures. Each Fiend and Undead of your choice within 30 feet of you and that can see or hear you must make a WIS save. If the creature fails its save, it is turned for 1 minute or until it takes any damage.

    A turned creature must try to move as far away from you as it can, though it cant first get closer to you to do it. On its turn, it can only use the Dash action or otherwise try to escape from an effect that prevents it from moving. If theres nowhere to move, it can use the Dodge action. It cant take any reactions.

Anathema Oath Spells 

3rd-Level Anathema Feature 

You gain oath spells at the paladin levels listed in the Anathema Oath Spells table. See the Paladin Subclass class feature in the Players Guide for how these spells work.

Anathema Oath Spells
Spell Circle Spells
3rd protection from evil and good
5th silence
9th protection from energy
13th banishment
17th mislead

Expanded Proficiencies and Talent List 

3rd-Level Anathema Feature 

When you gain a new talent, you can select it from the martial or technical talent list. 

In addition, you gain proficiency in one of the following: Deception, Sleight of Hand, or thieves tools.

Aura of Fearsomeness 

7th-Level Anathema Feature 

While you arent incapacitated, you and friendly creatures within 10 feet of you gain a bonus to CHA (Intimidation) checks equal to your proficiency bonus.

In addition, such checks are made with advantage against Fiends and Undead. This aura is enhanced by the 17th-level Aura Improvements class feature (see Players Guide).

Direct Action 

11th-Level Anathema Feature 

You take a more proactive approach with Fiends and Undead, and your attacks reflect that approach. You gain the following benefits against Fiends and Undead:

  • If you target a Fiend or Undead with a spell that specifically affects such creatures, the target has disadvantage on its save. If you target a Fiend or Undead with a spell that deals damage, the target is vulnerable to that damage. If the target is resistant to that damage type, it instead loses its resistance. This feature has no effect if the target is immune to that damage type.
  • When you use your Divine Sense feature (see Players Guide), for any being whose presence you sense, you now know the specific kind of creature it is.
  • You score a critical hit on a d20 roll of 19 or 20. If you score a critical hit and are using your Divine Smite feature or the Radiant Strikes boon (see Players Guide for both), you can add one extra d8 of damage to the attack. Alternatively, you can forgo the extra damage dealt to Fiends and Undead (from this feature and from Divine Smite or Radiant Strikes) to force the target to succeed on a CHA save or be affected as if it failed a save against the dismissal option of the dispel evil and good spell.

Divine Anathema 

15th-Level Anathema Feature 

As an action, you can draw on the full weight of your divine power to destroy evil. You gain the following benefits for 1 minute:

  • When you deal damage to a Fiend or Undead, you treat all damage rolls of 1 or 2 as 3.
  • You are resistant to all damage dealt by Fiends and Undead.
  • You automatically detect the presence of Fiends and Undead within 10 feet of you, and they dont benefit from invisibility against you.
  • You have advantage on saves against all spells and effects from Fiends and Undead.

Once you use this feature, you cant use it again until you finish a long rest.