Oath of the Abyss

The Oath of the Abyss is only for those with steadfast souls. Those that stare into the growing darkness only to come out stronger. Stories call them monsters, people who have descended into madness from their ever growing enemies. Warriors in armor as black as night delivering justice to monsters that do not belong on this plane. They continue to fight even if they should be persecuted by the rest of the world.

Tenets of the Abyss

The tenets of the Oath of the Abyss have been marked in blood. It is a code of conduct meant to bind the paladin to their job even after they have succumbed to the madness. Paladins who uphold these tenets are willing to sacrifice themselves in order to protect the world from otherworldly monsters.

Purge the Unclean. Monsters from outside of this plane must be destroyed.

Unto Death. If faced with a monstrosity not of this world, I cannot run. I will fight until my last breath.

Mind of Steel. I will close off my mind for the sake of my goals. Destroying the unclean is the only reason I exist, even if it means denying my humanity.

Instrument of Destruction. My only meaning is to destroy. To fight, to die, to cleanse the world of the unseen darkness.

Oath Spells

You gain oath spells at the paladin level listed

Oath of the Abyss Spells

Paladin Level Spells 3rd Protection from Evil and Good, Armor of Agathys 5th See Invisibility, Moonbeam 9th Dispel Magic, Spirit Guardians 13th Banishment, Dimension Door 17th Contact Other Plane, Hold Monster

Channel Divinity

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

Abyssal Resolution. As a bonus action, you focus abyssal energies into your blade and strengthen your body, using your Channel Divinity. For 1 minute, you gain temporary HP equal to your Charisma modifier each time you hit a creature with a weapon attack.

Turn the Unnatural. As an action, you present your holy symbol and speak a prayer of banishment to fiends and abberations, using your Channel Divinity. Each fiend or abberation that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turn trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of Steel

Starting at 7th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious

At 18th level, the range of this aura increases to 30 feet.

Binding Will

Starting at 15th level, your existence becomes bound to the reality you fight to serve. You cannot be affected by spells or effects that forcefully shift you into another plane.

In addition, should a creature attempt to shift planes, or cause you to shift planes, you can use your reaction to make a melee attack if it is within range.

Gazing Abyss

At 20th level, you can assume the form of that which you fight, an otherworldly monster. For 1 minute, you gain the following benefits:

•Tentacles and appendages burst from your body, allowing you to make weapon attacks from 30 feet away.

•Your body is resilient and your mind steel. You gain advantage on Constitution and Wisdom saving throws.

•Fleshy wings rip out from your back, granting a flight speed of 45 feet.

Once you use this feature, you can't use it again until you finish a long rest.