Paladin: Oath of Perfection

Sacred Oath


The Oath of Perfection is considered an extremist branch of many religions. Found in the worship of many deities of light, their goal is purification through erasure. A blessed being is one in peak form, ready to be sacrificed to the light in searing radiance and holy justice. Known as annihilators in some groups, sentinels of light in others, they are destroyers, and will erase all that fits the right to be.


Level 3

You gain access to the following spells at the specified levels. You always have them prepared, and they do not count against the number of spells you can prepare:

Paladin levelSpells
3rdprotection from evil and good, sanctuary
5thlesser restoration, zone of truth
9th@beacon of hope, dispel magic
13thfreedom of movement, @guardian of faith
17th@commune, @flame strike

Though the exact words and strictures of the Oath of Perfection vary, paladins of this oath share these tenets:

  • Beauty. The world is beautiful, and every creature, no matter how wicked, deserves a chance to be remade in the image of your deity.

  • Sovereignity. You take no orders, and follow no law. Your god's word is your law, and your command.

  • Motion. Never stop moving. Stagnation is death.

You gain the following 2 Channel Divinity options:

  • Attuning Mist. As a bonus action, you may surround yourself in a nebula of soothing mist. For the next minute, you gain a 10ft. aura that sheds dim light in its radius. A creature that ends its turn inside this aura recovers 1d4 hitpoints, increased to 2d4 if this creature has more than half their maximum hitpoints remaining. Whenever a creature within melee range that is missing hitpoints regains hitpoints to their maximum, you may use your reaction to make a melee attack against this creature, turning the mist into searing light. If the creature still has its maximum hitpoints remaining when making the attack, on a hit, the damage of this attack is doubled.

  • Spiritual Reduction. Something something bonk bye bye max HP.


Level 7

Whenever a creature within 10ft. of you that you can see and that has all their hitpoints remaining takes damage, you may either halve or double the damage done to them (your choice). A creature may benefit from this feature from only 1 paladin at a time. Additionally, when targeting a creature in this range with a spell or effect that would recover its hitpoints, the creature recovers the maximum amount that spell or effect can recover if this would put it at its maximum.


Level 15

When you are subjected to an effect that allows you to make a CON saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Level 20

Your divine smite trait deals triple damage against creatures with its maximum hitpoints remaining. This trait only functions if you are at your maximum hitpoints yourself.


Source: Asmodeus: King of Hell