Base Class: Paladin
The outer gods are always seeking to realize their own goals. Sadly, no one can stop them, or can they? Paladins who swear the Oath of the Eldritch Veil are bound to mysterious and otherworldly forces, harnessing eldritch power to combat the cosmic horrors that lie between and maintain the balance between the realms.
Tenets of the Eldritch Veil-
Safeguard the Harmony of the Veil:
Uphold the delicate balance between the arcane and the mundane, ensuring that the mystical energies of the Eldritch Veil coalesce in harmonious unity.
Keep the Horrors Away from Prying Eyes:
Shield forbidden knowledge and eldritch abominations from the gaze of those unprepared, safeguarding the world from the malevolent forces that dwell in the shadows.
Emissary of Ethereal Wisdom:
Act as a beacon of profound mystical insight, using arcane wisdom to enlighten and guide, rather than to dominate, as you serve as an ambassador between the mortal realm and the ethereal forces you’ve sworn to protect.
Channel divinity:
When you take the oath at 3rd level, you gain the following 2 channel divinity options.
veil of dread “This feature allows you to tap into the eerie nature of the Eldritch Veil, instilling terror in those who would oppose the balance you strive to maintain.”
As an action, you can invoke the haunting power of the Eldritch Veil to create an aura of supernatural fear. Each hostile creature of your choice within a 15ft radius must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened for 1 minute. To end the effect the frightened creature must make a wisdom check at the end of each of its turns, ending the effect on a success. The range increases to 30ft at level 7
Once you use this Channel Divinity option, you can’t use it again until you finish a short or long rest.
Eldritch Surge “This feature allows you to unleash a potent offensive strike, harnessing the mystical energy of your oath for direct damage against your foes.”
As an action, you can channel the raw power of the Eldritch Veil into a focused burst of arcane energy. Choose a target creature within 60 feet that you can see. The target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes radiant or force damage (your choice) equal to your 1d6 + your Charisma modifier. On a successful save, the creature takes half damage. With a number of extra d6 equal to (1/2 of your paladin level past 3)
Once you use this Channel Divinity option, you can’t use it again until you finish a short or long rest.
Oath Spells:
|
Paladin Level |
Spells |
|
3rd |
Protection from good and evil, Faerie fire |
|
5th |
Suggestion, Invisibility |
|
9th |
Spirit Guardians, Counterspell |
|
13th |
Black tentacles, Arcane eye |
|
17th |
Antilife shell, Hold monster |
Aegis of the Abyss:
At 7th level you gain the ability to conjure “A mystical veil that cascades over the target, weaving together a spectral barrier that shimmers with otherworldly energy, shielding them from harm.”
You can create an ethereal shield on a bonus action. Using this feature grants you, or a target within 10ft of you, a shield in the form of temporary hit points and an “ac” boost. You are also able to upcast this feature, but instead of spellslots, you use the charges allocated. The temporary hit points are equal to (5 * the amount of charges used), and the “AC” boost is (+1 per charge used). If attacked by a melee attack for enough damage to break your shield, you deal damage back equal to the amount of hit points lost (NOTE- this does include real hit points lost, not just the temporary hit points. It also only accounts for the attack that breaks it, not all attacks to the shield.) You gain 5 charges at level 7, 8 charges at level 11, and 10 charges at level 15. The range also increases to 30ft at level 10.
Abyssal onslaught:
At 15th level, “your attunement to the Eldritch Veil allows you to retaliate with a mixed burst of mystical energy and physical prowess when struck by your foes.”
When a creature within 10 feet of you hits you with a melee attack, you can use your reaction to unleash an eldritch counterattack. The newly targeted creature must make a dexterity saving throw. If successful, it takes half damage, but on a failed, it takes the following. Using your reaction to the attack, take the maximum damage from your melee weapon attack, then convert the resulting damage to force damage.
Eldritch Apex:
At 20th level, “the Paladin achieves the pinnacle of eldritch mastery, becoming a living conduit of abyssal might. Capable of entering an empowered state through deep communion with the Eldritch Veil.” Once per long rest, you can enter the state of Eldritch Apex for 1 minute. During this time, you gain the following benefits.
You gain temporary hit points equal to your 4d6 multiplied by your Charisma modifier at the start of each of your turns.
Your attacks, both melee and ranged, are infused with intensified eldritch power. Each successful weapon attack deals additional radiant or force damage equal to 4d6 + your Charisma modifier
The aura of eldritch energy extends to your allies within 30 feet, granting them temporary hit points equal to ½ of yours at the start of each of their turns. Additionally, your allies deal additional radiant or force damage on successful melee attacks equal to 2d6 + your Charisma modifier.
Comments