On A 5th Edition Paladin Variant, Illrigger, Oath of Scourge

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, and Oath of Perdition, 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 associated 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 Scourge

The Oath of the Perdition binds a paladin to the ideals of a rigid framework designed for the worship of the Paladin's god. There are acceptable behaviors within this framework, and all those outside of it are eliminated or subdued. Any who refuse to follow the paladins beliefs are enemies of his, and may be slain with impunity. The followers of the Oath of the Scourge will both desire to publically and horrifically slay his enemies so that others know the penalties for failing to follow the dictates of the paladin's god, as well as secretly assassinating opponents of the god, removing opposition to his worship.

Tenants of the Oath of the Scourge

The tenets of the Oath of Scourge vary by paladin, but all the tenants revolve around the following virtues. 
Order The word of god is law and must never be questioned or altered. Any who deviate from the path must be slain.
Penitence The god you serve must be served well. All your thoughts are to the needs and desires of your god. Should you rise to prominence, it is only in service of helping your god rise to prominence.
Power Any money, item, or tool you can use to your cause should go to you. Those who are your allies must recognize the strength of your god and insure that the majority share of any resources are put towards his ascension.

Oath Spells

You gain oath spells at the paladin levels listed
1st Arms of Hadar, Hellish Rebuke
5th Hold Person, Invisibility
9th Fear, Hunger of Hadar
13th Evard's Black Tentacles, Phantasmal Killer
17th Contact Other Plane, Planar Binding

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Strength of the Left Hand Path. With a use of your channel divinity, you may draw energy from all living creatures, enemy and ally alike, nearby and use them to strengthen the force of your cause. All creatures. enemy and allied alike within 30 feet take 1d6 damage. Targets may save to avoid this damage, the DC of the save is 8 + your Wisdom modifier + your proficiency bonus.  Creatures that are allied with you have disadvantage on this saving throw. Half the total damage done in this way is granted to you as temporary hit points.
Subjection of the Perditious.With a use of your channel divinity you may attempt to subjugate or turn fiends. As an action, you present your holy symbol and speak a terrifying command. Each fiend 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 either turned or charmed, your choice. The same choice must be made for all fiends.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet o f 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.
A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects, and the charmer has advantage on any ability check to interaction socially with the creature.

7th level trait

The Illrigger chooses any two skills to gain proficiency in.
Beginning at 7th level, the Illrigger knows how to strike subtly and exploit a foes distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the roll. This attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels. At 11th level the damage increases to 2d6. At 15th level the damage increases to 3d6. At 19th level the damage increases to 4d6, and at 20th level the damage increases to 5d6.

15th level trait

You can summon a fiend creature of a challenge rating of 10 or lower to serve you for 1 hour. It appears in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends.
The fiend creature is friendly to you and your companions for the duration. 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 fiend creature, it defends itself from hostile creatures but otherwise takes no actions.
This effect requires concentration. If your concentration is broken, the fiend doesn’t disappear. Instead, you lose control of the fiend, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fiend can't be dismissed by you, and it disappears 1 hour after you summoned it.

20th level trait

You gain advantage on attack rolls against any creature that hasn't yet taken a turn in combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. When you do attack and hit a creature that is surprised, they must succeed at a Constitution saving throw (DC 8 + Your Dexterity Modifier + your proficiency bonus). On a failed save, the total damage done is doubled.

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