Oath of Conquest
This calls to those who seek glory in battle and the subjugation of their enemies. It isn't enough for these people to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some even go so far, to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy.
Tenets of Conquest
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.
Oath of Conquest Spells
2nd level - Armor of Agathys, command
5th level - Hold person, spiritual weapon
9th level - Bestow curse, fear
13th level - Dominate beast, stoneskin
17th level - Cloudkill, dominate person
Aura of Conquest
Starting at 6th 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.
Under Thy Boot
At the 7th level and beyond, when targets are rolling at disadvantage, are prone or kneeling, or you are rolling at advantage when they are not, you gain a critical range or 18-20 on attacks.
Scornful Rebuke
Starting at 16th 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.
Invincible Conqueror
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.
When 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.