A paladin who takes this oath has the tenets of conquest seared on the upper arm.
Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.
Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
3rd - Armor of Agathys, Cause Fear
5th - Hold Person, Spiritual Weapon
9th - Ashardalon's Stride, Fear
13th - Dominate Beast, Screaming Skull
17th - Cloudkill, Dominate
Conquering Presence. You can use your Channel Conviction to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Guided Strike. You can use your Channel Conviction to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Conviction to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Starting at 3rd level, you can cause your weapon to seethe with overwhelming dominance. Once per turn, when you hit a creature with a melee weapon attack, you can expend one spell slot of 1st tier or higher (no action) to deal additional damage and strike fear into the target. the attack deals an extra 1d6 psychic damage and the target must make a Wisdom saving throw against your Spell Save DC.
Failure. The creature is frightened of you until the spell ends.
As an action, the creature can attempt to steel its resolve and make another Wisdom Saving Throw.
Success. The effect ends on the target.
When you expend a spell slot higher than 1st tier, the attack deals an additional 1d6 psychic damage for each spell tier higher than 1st, to a maximum of 5d6 (total). You can not use your Wrathful Smite and Divine Smite features on the same attack.
Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
At 18th level, the range of this aura increases to 30 feet.
Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.
At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
You have resistance to all damage.
Whenever you take the Attack action on your turn, you can make one additional attack as part of that action.
Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.