Base Class: Paladin
Some paladins are trained from birth to uphold the glory and honor of justice, others become paladins after a significant life event that caused them to serve the gods. Most paladins are symbols of justice and hope, upholding and creating peace by defeating monsters and evil. Some, however, never wanted to be paladins. These paladins were once just ordinary folk, until one day they heard voices in their minds that spoke to them even though no one else could hear them. These voices were good at times and unspeakable at others, all depending on which one decided to speak, that is, if only one chose to speak at a time. The voices are unrelenting, always telling the vessels to perform one action or another, arguing incessantly about how best to use the body. While each voice has its own desire for the vessel, there is one act that they all agree on, to spread the name of The Crowded. After days, weeks, or even months the mind of the vessel finally breaks, driving them mad and causing them to worship these voices in their head. They now only have one goal in life, to let the world know of The Crowded by any means necessary, and in return, The Crowded would bestow upon the vessel unimaginable power to aid them in their quest.
Deny Us No Longer
When you take this oath at 3rd level, you gain the following two options for The Crowded to aid you in combat.
Kneel Before Us. As a bonus action, you impose the will of The Crowded on enemy creatures for 1 minute. For the duration, after landing an attack against a creature, you can choose to knock that creature prone.
This action does not work on any creature over one size larger than you.
Hear Us. As an action, allow The Crowded to speak words of power through you. Any creature you choose within 30 ft. that can understand a language you speak must make a WIS saving throw. On fail, the creature takes 1d6 psychic damage. On success, the creature takes no damage.
The Crowded's Power
You gain spells at the paladin levels listed.
The Crowded's Power
| 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 Whispers
Starting at 7th level, enemy creatures within 10 feet of you must make a WIS saving throw after landing a melee attack against you and friendly creatures, or be frightened.
The effect ends if you are knocked unconscious.
At 18th level, the range of this aura increases to 30 feet.
Mind Shatter
Beginning at 15th level, whenever an enemy creature leaves your reach, it takes 1d12 psychic damage and must make a WIS saving throw. On fail, the creature is knocked unconscious until its next turn.
The Crowded
At 20th level, you can emit the voices of The Crowded.
Choose up to 3 creatures to have The Crowded invade their minds. These creatures must make a WIS saving throw or become charmed.
Upon becoming charmed, the creatures must do exactly what you say and obey any orders you give them (except for suicidal actions). On their turn, the charmed creature can make another WIS saving throw to try and break the charm. On success, the charm ends. On fail, the creature takes 4d8 psychic damage.
Previous Versions
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9/4/2022 11:42:07 PM
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Coming Soon
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