Base Class: Paladin
The Oath of Plague demands that a paladin spread pestilence and death. They seek out locations they deem worthy of purge, and wield powers of plague to destroy their foes. Many fear them as mass murderers and executioners. While the Oath of Vengeance calls paladins to counter outright dark acts, the Oath of Plague requires stamping out dark ideals and people. Paladins of this oath are not inherently evil, but most often devote themselves to gods of death, destruction, and disease, and see those gods' values as a measure of everyone else's.
- Tenets of Plague
Though the exact words and strictures of the Oath of Plague vary, paladins of this oath share these tenets.
Mercilessness. When called to kill, kill. Let no relationships, biases, or bigotry stand in your way.
Discipline. Death on its own is pointless. Murder is a punishment, and must be used as part of a lesson.
Extremism. Always use the most potent form of action.
Punishment. The truly wicked must be purged. Let them suffer, but let the more innocent simply die.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Infection - As an action, you can present your holy symbol and speak a prayer of ill omen. Choose 1 creature within 30 ft. of you. That creature must succeed on a Constitution saving throw against your spell save DC. On a failure, roll a d6. The creature suffers one of these effects for 1 minute:
1 The creature is blinded.
2 The creature is deafened, and has disadvantage on Wisdom checks while deafened in this way.
3 The creature is poisoned, and cannot regain hit points while poisoned in this way.
4 The creature is stunned.
5 The creature is poisoned, and takes 1d8 poison damage at the start of each of its turns while poisoned in this way.
6 The creature is frightened by you. While frightened in this way, the creature must spend its movement trying to move at least 30ft away from you and it can't willingly move to a space within 30 feet of you. If it moves within 30ft of you it must spend its movement to get away.
An affected creature can repeat the saving throws at the end of each of its turns, ending the effect on a success.
Mark of contagion - As an action you may touch a creature, using your channel divinity to give it a mark of contagion.
This mark appears somewhere on their body and lasts for 1 hour. The creature is not immediately aware that you marked it and the mark can be removed by effects that cure disease. As long as the creature remains marked and is on the same plane of existence as you you may use your bonus action to invoke the mark, causing the creature to make a constitution saving throw or contract a disease (chosen by the dm) and take 1d10 poison damage or half as much on a success. If this damage reduces the creature to 0 hit points it bursts violently instantly killing it and spreading the disease farther, all creatures within 15ft of the creature must make a constitution saving throw or contract the same disease as the target. The mark disappears after being invoked.
The damage increases by 1d10 at 5th level, 11th level, and 17th level.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Plague Spells
Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Immunity
Beginning at 7th level, you are able to safeguard your allies against the horrors you inflict on your enemies.You and friendly creatures within 10ft. of you have resistance to poison and necrotic damage and have advantage on saving throws against diseases.
At 18th level, the range of this aura increases to 30 feet.
Plaguebearer
Beginning at 15th level, you gain an extra divine smite dice and whenever you use you use your Divine smite on a creature they must make a con save against your spell save dc becoming poisoned on a failure, if they cannot be poisoned they gain a point of exhaustion instead. Additionally, you can choose when you touch food or clean water, to cause it to rot or dirty until no longer eatable.
Avatar of pestilence
Starting at 20th level, you can assume the form of a nightmarish, insect-like creature, formed of pure illness and destruction. As an action, you can transform into your Plague Avatar. For 1 hour, you gain the following benefits:
- Insectoid wings sprout from your back, giving you a flying speed of 60 ft.
- Your weapon attacks deal an extra 2d8 necrotic damage on a hit.
- Every hostile creature that starts its turn while within 10 ft. of you must succeed on a Constitution saving throw against your spell save DC or suffer the effects of your Infection channel divinity. If a creature is already affected, it makes the save and takes 2d10 necrotic damage. Whenever the affliction ends, they must make it again, if they are still within 10 ft. of you.
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