Oath of the Nine
A Paladin Oath held as a contract with one of the Nine, with a binding Spell Divinity option, fire smites and a formal offer that binds both parties.
Identity
The Oath of the Nine is the Paladin Oath that was signed. Its Paladins hold a contract with one of the Nine and insist that a pact with a devil is a transaction: somebody needed power on a deadline, somebody offered terms, and the rest is contract law conducted at the point of a sword. They read every clause, because a clause they overlook is one that will be enforced, and they are often the most reliable people in a room.
Features
- L3 Binding Clause
As a Spell Divinity option, you invoke a clause of your contract. One creature you can see within 30 feet must succeed on a Charisma saving throw against your spell save DC or be bound for 1 minute. It cannot willingly move more than 30 feet from where it was when you invoked the clause, and it takes 2d8 fire damage the first time each turn it attacks anyone other than you.
- L7 Aura of Terms
You and friendly creatures within 10 feet of you have resistance to fire damage, and creatures that break an agreement made with you within the radius take fire damage equal to your paladin level. The radius increases to 30 feet at 18th level.
- L11 Fire Smite
Your Divine Smite can deal fire damage instead of radiant, and against a creature that has broken a promise to you it deals an extra 2d8.
- L15 Offer of Terms
Once per long rest, you can make a formal offer to one creature that can understand you. If it accepts, both parties are bound. Neither can knowingly break the agreement without taking 6d8 psychic damage, and you both know instantly when it is broken and by whom.
- L18 Enforce Contract Capstone
Once per long rest, you can call in the contract for 1 minute. During that time, you have resistance to all damage, your weapon attacks deal an extra 2d8 fire damage, and any creature that has broken an agreement with you has disadvantage on attack rolls and saving throws while it can see you.