The Oath of Tyranny binds a paladin to the ideal that might makes right. Rulership must be achieved through strength, and the weak deserve only what they can hold onto. A paladin of tyranny is sometimes called a blackguard (pronounced “blaggard”) or illrigger, and may become infamous for laying waste to all who oppose him and whatever master, if any, he serves. Most paladins of tyranny are Lawful Evil, though some are of other alignments. Those who swear to the tenets of tyranny are not necessarily dishonest or dishonorable, and most serve powerful lords or mighty warriors.
Tenets of Tyranny
The tenets of the Oath of Tyranny are strictly enforced, and a paladin of tyranny who fails to uphold them becomes an Oathbreaker instead. The Oath of Tyranny holds the following central principles.
- The Strong Rule the Weak. The weak have the few things they claim as their own torn away by those stronger. They deserve nothing better. The strong flourish.
- The Reprisal of the Strong Must Be Feared. If one is to be strong, challenges must be dealt with harshly. Examples must be made. Mercy is for the weak, or for when its benefits are too great to deny.
- Honor is Strength. When one has sworn a vow, failing to keep it is a great weakness of character. Foreswearing a liege (except to overthrow him in favor of one's own self), breaking a promise or allowing an insult to pass unanswered are shameful acts.
Oath of Tyranny Spells | |
---|---|
Paladin Level | Spells |
3rd | command, compelled duel |
5th | hold person, ray of enfeeblement |
9th | charm of misplaced wrath, fear |
13th | charm of the defender, crusade |
17th | dominate person, geas |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Command Obedience. When a creature can see or hear you within 90' makes a Wisdom saving throw, you can use your reaction to give it disadvantage on that saving throw.
- Demand Obedience. As an action, you can present your holy symbol and call out in a loud voice, demanding that creatures that hear you show obeisance. Each creature of your choice within 30' that can hear you must make a Wisdom saving throw. If it fails, it immediately falls prone. At the start of its next turn, it repeats the save, and if it fails, its speed is reduced to 0 until the start of its next turn.
Blackguard's Blade
Also starting at 3rd level, your Divine Smite class feature deals necrotic damage instead of radiant damage. Additionally, whenever you would deal radiant damage with a paladin spell or class feature, it becomes necrotic damage instead.
Aura of Tyranny
Starting at 7th level, you and creatures you choose within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30'.
Frightful Blow
Starting at 15th level, your blows can cow enemies. If you score a critical hit or reduce an enemy to half its current hit points or fewer, it must succeed on a Wisdom saving throw or be frightened of you for 1 minute. It can repeat the save at the end of each of its turns, ending the effect on a success.
Tyrant's Crown
At 20th level, you can use your action to assume a form of tyranny, growing iron spikes from your armor and a crown of massive iron topped with barbs. For the next 1 minute, you gain the following effects.
If a creature within 5' of you hits you with a melee attack, it suffers 1d8 slashing damage. This counts as damage from a magic weapon.
When you hit a creature with a melee attack, it has disadvantage on Wisdom and Charisma saves until the end of your next turn.
Once you use this feature, you cannot use it again until you complete a long rest.