Base Class: Paladin
A paladin who by means unknown has sworn an oath to a god of disease and has sworn to spread sickness in it's name. A paladin who chooses this will have their appearance changed and will be covered in spores of green pus. The paladin who chooses this will swear loyalty to an ancient being of chaos and have sworn to spread disease in their name. Once you take this oath you will become a child of this entity and as such will take on attributes of them and take on the on of these alignments, [Chaotic, evil}, {Chaotic, Neutral}, {Chaotic, Lawful}, or {Neutral, Neutral}. Although you gain the power of disease you also must suffer the drawbacks.
Drawbacks:
In social settings persuasion is reduced by 2 (lowest of -1)
When taking a long or short rest toxic fungus will grow on the ground around you, if a creature (friendly or not) is within 15 feet of you they will suffer from the poisoned effect when you wake and it will stay for 30 minutes
Channel Disease
When you take this oath at 3rd level, you gain the following two Channel disease options.
Chaotic Weapon. As an action, you can imbue one weapon that you are holding with chaotic energy, for one minute the weapon will burn bright with a black light that emits 30 feet of bright light and 30 of dim light. Attacking with this weapon deals 1d4 poison damage and 1d4 necrotic damage on top of it's base damage. The effect last for one minute.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Disperse - As an action, you can send the spores of disease on your body away to spread pestilence. For one minute any non friendly (excluding undead, and within 25 feet must make a constitution saving throw if it fails it will take 1d4 damage and suffers from the poisoned effect.
If a creature leaves the area the poisoned effect will go away, if said creature then goes back in the effect will be placed again but they will not take the damage
Oath Spells
As the number of diseases and spores you carry increases so does your power. Gain spells at different levels
Oath of Disease 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 |
Spore Explosion
When the player dies the spores that call their body home explode dealing 10 times half to players level (rounded up) to the killer and half that to any hostile creature within 10ft that fails a dexterity saving throw( if the saving throw succeeds they take 1/4 the damage of the initial attack with a minimum of 5). Anyone who is hit with the blast is affected by the Poisoned , and is Incapacitated until the end of their next turn.
Sickening Aura
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be Poisoned while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Take in Disease
Once you hit 13th level you gain the ability to horde disease and as such as an action you can take a condition off of a creature you are touching and take it from them. After doing so you will have that condition until the end of your next turn. (Doesn't not work on Grappled , Unconscious , Restrained, Stunned , and Prone).
Ever-growing Disease
Beginning at 15th level, the spores on you body become deadly to the touch. Any creature that attacks you using a melee weapon must making a constitution saving throw and get above a 13 if they fail they become Poisoned. If a creature attacks you with their hands they will become Poisoned.
Embrace Chaos
At 20th level, as an action, you can call upon the God of pestilence to destroy the impure from you sight. For one minute in a 30-foot radius bright light shines, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 poison damage.
In addition, for the duration, you have advantage on saving throws against attacks by Poisoned creatures.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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11/8/2022 5:46:17 PM
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