On A 5th Edition Paladin Variant, Arrikhan, Oath of the Beast

Way back in February of 1986, Dragon Magazine made some paladin variants. Fortunately 5th Edition already has a system in place to handle such things. Let's take a look, shall we?

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a Paladin forever. up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, The Oath of the Ancients, or Oath of the Beast, all are detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of assoicated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. oath spells don't count against the number of spells you can prepare each day.
If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Sacred Oaths

Become a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level is the culmination of all the Paladin's training. Some characters with this class don't consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin's heart.

Oath of Beast

The Oath of the Beast binds a paladin to the ideals of a serving their god by becoming a pargon of personal power. The more powerful the Arrikhan is, the better served their god is. All creatures exist for the good of the Arrikhan. In order that all know his power, the Arrikhan is fond of slaying the most powerful creature she can and then wearing that creatures skin as armor. There is no person or creature more important than the Arrikhan, so if one is ever traveling with companions, it is only because those companions serve the purpose of the Arrikhan.
This oath may only be taken for deities who have animals. wildness or savagery as part of their domain.

Tenants of the Oath of the Beast

The tenets of the Oath of Beast vary by paladin, but all the tenants revolve around stuff
Personal Power Acquiring more power at any expense is the most explicit directive of the oath. Anything that increases the station or force of the paladin increases the prestige of the god.  
Service to Divinity You exist to serve your god, and all living and dead creatures exist to serve you. No creature can be placed higher than yourself, and no person has any worth beyond what value they can add to the glory of your divinity.
Devotion to Divinity Any items or treasure gained go entirely to the church of your god, if a formal church exists, which may or may not allow you the use of such items or money.


Oath Spells

You gain oath spells at the paladin levels listed
1st Animal Friendship, Speak with Animals
5th Animal Messenger, Beast Sense
9th Conjure Animals, Speak with Plants
13th Conjure Woodland Beings, Grasping Vines
17th Insect Plague, Polymorph

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Control Undead. As an action you present your holy symbol and speak a prayer commanding the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails it's saving throw, it is charmed for 1 minute or until it takes any damage. Mindless undead can be charmed in this way and follow the directions of the Paladin for 1 minute, after which they become neutral. Intelligent undead gain the charmed condition.
Control Animals..As an action you present your holy symbol and speak a prayer invoking the beast. Each non-magical animal that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails it's saving throw, it is charmed for 1 minute or until it takes any damage.

Master of the Beast

At 7th level, the Arrikhan gains proficiency in the poisoner's kit, the torturer's kit, the Stealth skill, the Slight of Hand skill, and the Animal Handling skill. If the Arrikhan already has any of the tool skills, she may pick a different tool skill. If the Arrikhan already has any of the ability skills, she may choose to gain expertise in that skill or pick proficiency in a skill of her choice.

Beastly Resistance

At 17th level, the Arrikhan gains Magic Resistance (Advantage on Saving throws versus Spells) as well as proficiency in another saving throw of the Arrikhan's choice.

Poison Strike & Leadership

A number of times equal to the Arrikhan's Wisdom bonus per short rest, the Arrikhan may coat his blade in poison as a bonus action. The next person the Arrikhan strikes within 1 minute, takes an additional 6d10 poison damage and gains the poisoned condition. On a successful Constitution saving thrown the target takes half that damage and doesn't gain the poisoned condition. The Arrikhan gains all uses of this ability back on a short rest.

In addition, At any given time, the Arrikhan can have a servant from the following list. She may only have one of the following options from this list. If at any time the creature is dismissed or dies, a new one can be contacted the following week to serve. 

The servant is friendly to you and your companions. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions.

4 Ettercaps
2 Phase Spiders
A Fomorian
A Wyvern
A Night Hag
A Shadow Demon


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