Paladin: Oath of the Disgraced

*The Oath of the Disgraced calls to disgraced knights who have been exiled from their previous homeland and have become armor-clad wanderers of the world searching for a purpose. Paladins who dedicate themselves to this oath, also referred to as “vagabonds”, understand the neglectful and unforgiving standards of the world, but have slowly succumbed to the desperation of reclaiming their once-greatness. Due to the tenets of this oath being vague in regard to the nature of morality, Disgraced paladins can be of any origin or alignment.*

*Most vagabonds have their reasons for swearing by this oath. Some may seek forgiveness for a fatal wrongdoing they brought upon. Some vagabonds believe they were cheated out of their former position, and wish to prove themselves to be otherwise. However, many of these disgraced warriors have turned to the side of corruption or megalomania, and have taken this oath to not only seek out vengeance for their banishment, but to eventually bring upon a darkness to the world in which their burning flames of passion is the only thing that illuminates the lands.*

### Tenets of the Disgraced

The tenets of the Oath of the Disgraced are treated by paladins as guidelines that they must abide by in order to achieve their worthiness.

* **Strength is a Tool.** Completely utilize your strength in battle against your enemies. Never hold yourself back.
* **Treat Your Allies With Great Compassion.** Always protect and support your allies, and bring retribution upon anyone who seeks to harm them. Never turn your back on, nor betray the ones who truly care for you.
* **The World Shall Know Your Name.** You were once an impuissant scum that the world neglected, shunned away, and almost completely forgotten. But you now have the chance to overcome the worlds hostility, and you better make it count. Prove to this world the formidable power of whom they abandoned, and establish your rightful place in history and legend.

### Gifts of the Disgraced

After completing the “Disgraced Conditioning” process, you have been gifted with spells (see Oath Spells).

You gain the ability to read, speak, and write in Infernal if you cannot already. You also gain resistance to fire damage if you are not already resistant.

### Oath Spells

You gain oath spells at the paladin levels listed.

 5th
 9th
 13th
 17th

### Channel Divinity

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

* ***Infernal Retribution.*** As a reaction to your friend being attacked, you can use your Channel Divinity to make any successful attack roll you make against your ally’s attacker an automatic critical hit. You also add an additional 1d6 fire damage to the attack.
* ***Fiendish Luck.*** As a bonus action, you can use your Channel Divinity to grant anyone (including yourself) an additional d20 to roll for any ability check, ability save, and attack roll, and the target gets to choose which one of the d20’s they rolled to be the result. This bonus vanishes if the user does not use it before the end of your next turn.

### Aura of Influence

Starting at 7th level, you emanate a 10-foot aura that grants your allies advantage on any ability saving throw while they are inside the aura. Any adversary that stands in your aura gains disadvantage on any ability saving throw unless they are a fiend.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

### Protective Rage

At 15th level, after watching an ally go unconscious, you can enter a rage-like state which lasts 1d6 turn(s). While in this state, you gain the following abilities:

* You take on a more fiendish appearance; your skin changes into a dark red, ram horns sprout from your head, and your eyes become a fiery orange.
* You only need to roll an 18 in order to land an automatic critical strike.
* If you make a successful attack roll on anyone, you can add additional damage equal to your Strength modifier doubled.
* You can use a bonus action to make a melee weapon attack under the same rules as Extra Attack.
* If your friend was knocked unconscious because of a creature’s attack, any attacks that you make against the creature are made with advantage. Critical hits against said creature only need a 15 to be achieved.

While you are in this rage state, you cannot cast spells or mantain concentration until the rage ends. When the rage ends, you take 1 point of exhaustion.

### A Challenge Overcame

At 20th level, you have done more than enough to prove that you are a worthy warrior at least to the eyes of your benefactor, and have been gifted more infernal strength. You may increase your Strength score by 2, and as a bonus action, you can gift yourself with the following benefits for an hour:

* You can activate your “Protective Rage” at will as a bonus action; not requiring an unconscious ally, and you no longer get exhausted.
* Once on each of your turns when you make a weapon attack and miss, you can cause the attack to succeed instead.
* If a friend is within your Aura of Influence and they are attacked, you can use a reaction to cast Silvery Barbs against the attacker without wasting a spell slot.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.