Oath of Witchcraft

Some Paladins, follow unusual paths. While most of them invoke the divine powers of their Deities to enforce justice and inspire virtues in societies, others invoke their Loas to preform witchery and trickery for the benefit of their people.

Paladins of the Oath of Witchcraft are Paladins that have delved into the study of Witchcraft and have made an Oath to a Loa to bolster their magical offensive powers and defensive skills, Their style of magic often depends on which Loa they have chosen to swear an oath to, These Paladins could be tricksters, frontline warriors, ally supporters, crowd controllers or even utiliy casters.

Tenants of Witchcraft

Others Before You : your knowledge in Witchcraft is to only be used for the benefit of others, directly or indirectly

: your knowledge in Witchcraft is to only be used for the benefit of others, directly or indirectly Unspoken Secrets : your knowledge should never be shared with others, Witchcraft isnt meant for everyone.

: your knowledge should never be shared with others, Witchcraft isnt meant for everyone. Fight Back Injustice: stand up for those descriminated for what they are rather than who they are, a Tyfling or a Warlock is no different than a Human or a Cleric

Oath Spells

You gain Oath spells at the Paladin levels listed

Paladin Levels Spells 3rd Witch Bolt, Burning Hands 5th Augury, Animal Messenger 9th Counterspell, Gaseous Form 13th Black Tentacles, Charm Monster 17th Cone of Cold, Antilife Shell

Channel Divinity

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

Curse The Wicked: Whenever you are targeted for an attack or spell, you can spend a reaction and a use of your Channel Divinity to impose Disadvantage on the attack roll, if they fail then they take 1d6 elemental damage (element determined by your choice of Loa) and take 1d4 of the same damage every turn. The affected creature can make a Wisdom Saving throw (DC 18) at the end of their turn to end the effect on a successful save, otherwise this effect can only be removed by a Remove Curse spell or a Wish spell.

Loa's Assistance: You can spend an Action and a use of your Channel Divinity to cast a spell (determinded by your choice of Loa) free of any spell slots and material components, this spell is cast as if a 5th level spellslot was used to cast it.

Aura of Augury

Beginning at 7th level, you emminate twisted magic of otherworldly origin which guids you in your battles and travel and fortells you what is to come. You and Creatures you choose that are within 10ft of you are affected by an Aura that allows them to add your Charisma Modifier to all their Perception checks and Initiative rolls.

At 18th level, the range of this Aura increases by 30ft

Witch's Enchantments

At 15th level, you have harnessed your magic talent enough to learn how to channel it through weaponry, during a short or long rest, you can spend up to half an hour enchanting your weapon, the next three attacks you preform with this weapon are considered magical and deal an additional 1d6 of your Chosen Loa's Elemental damage, after these three attacks your weapon returns to normal.

You can spend a spell slot to increase the number of attacks this Enchantment lasts for, increasing by 1 for each level of the spell slot used, if you use a 5th level spell slot then the elemental damage die increases to 1d8.

Loa's Herald

At 20th Level, you can channel the might of your Loa through your body, Arcane Tribal Tattoos appear on your body, taking the form of your Loa, for the next minute you gain the following benefits.

You add 2d6 of your Loa's elemental damage to the damage roll of all your weapon attacks.

You gain advantage on saving throws made against being Frightened.

You gain Advantage on Hit Rolls for Spells you cast and impose disadvantage on Enemy Saving throws to all enemies within 60ft of you against spells and magic effects.

Once you use this feature you can not use it again until you finish a long rest.