Base Class: Paladin
Oath of the Flumph
The Oath of the Flumph has much in common with the Oath of Devotion. Those who swear it find inspiration from the flumphs, small and humble creatures dedicated to combating eldritch horrors. For those who swear the oath, sometimes called Flumph Knights or Flumphers by those who scoff at them, there is no greater honor then laying down one’s one life in defense of freedom against abominations who treat mortals as mere playthings or morsels of food.
Tenets of the Flumph
The tenets of the Oath of the Flumph are simple but powerful.
Self-Sacrifice. The needs of the many outweigh the needs of the one. You are the one.
Valor. You prefer to work with a group of loyal comrades, but if you need to fight alone, so be it.
Honesty. Only the preservation of life can excuse falsehoods. Keeping your word is of utmost importance.
Kindness. Not everyone is strong enough to join the struggle against the monsters from between the stars. Be gentle and generous to others.
Optional Reskinning of the Paladin class
With the GM's permission, you may make the following changes to the paladin class, starting at Level 1:
You are called a psychic knight instead of a paladin. All class abilities that refer to Charisma use Intelligence instead. You are proficient in Intelligence instead of Charisma saving throws.
Intimidation, Persuasion, and Religion are not class skills. Acrobatics, Perception, and Stealth are class skills.
As part of your starting equipment, you cannot start with a priest pack. Instead of a holy symbol, you start with a psychic symbol, a physical symbol of your psychic ideal. You can use a psychic symbol as a spellcasting focus for your psychic knight spells.
Divine Sense is called Sentience Sense and detects creatures with an Intelligence score of 12 or higher.
Lay on Hands works differently.
Your touch can unlock within creatures a hidden endurance. You have a pool of persevering power that replenishes when you take a long rest. With that pool, you can bestow a total number of temporary hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to grant a number of temporary hit points to that creature, up to the number of the target’s hit dice + 5.
This feature has no effect on undead and constructs.
You gain the following ability:
Unarmored Defense
Although many psychic knights clad themselves in thick armor, others prefer to rely on their wits alone to avoid attacks. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
Divine Smite and Improved Divine Smite are called Mind Crush and Improved Mind Crush and deal psychic damage instead of radiant damage. Mind Crush deals additional damage against aberrations instead of undead. Mind Crush and Improved Mind Crush deal 1d6s instead of 1d8s damage and can be used with ranged attacks.
When you select a Fighting Style, you can also choose the Archery and Two-Weapon Fighting styles as described in the Fighter class feature.
Instead of Divine Health, you gain the Trance feature, which functions as the Trance ability of an elf. Elves that gain this feature can complete their trance in only two hours.
Instead of swearing an oath, you gain the ability to tap into a locus, a sort of psychic field generated by psionic creatures. The powers you gain depend on the type of creature that generates the locus. Channel Divinity is called Channel Locus.
Aura of Protection is called Shielding Aura. Aura of Courage is called Inspiring Aura. Cleansing Touch is called Gift of Iron Will.
With the GM’s permission, you can change the paladin/psychic knight spell list as described below.
1st Level Spells
Gain: Bane, Cause Fear, Charm Person, Comprehend Languages (Ritual) Dissonant Whispers, Expeditious Retreat, False Life, Feather Fall, Jump, Longstrider, Sleep, Shield, Tasha’s Hideous Laughter
Lose: Ceremony, Cure Wounds, Protection from Evil and Good, Detect Evil and Good, Searing Smite, Thunderous Smite, Purify Food and Drink
Change: Bane (now called Scatter Psyche), Bless (now called Psychic Inspiration), Shield of Faith (now called Force Shield), Divine Favor (now called Psychic Boost and deals psychic instead of radiant damage)
2nd Level Spells
Gain: Crown of Madness, Detect Thoughts, Hold Person, Levitate, Mind Spike, Phantasmal Force, Suggestion
Lose: Find Steed, Lesser Restoration, Branding Smite
3rd Level Spells
Gain: Bestow Curse, Clairvoyance, Enemies Abound, Fear, Fly, Hypnotic Pattern, Sending Tongues,
Lose: Create Food and Water, Daylight, Magic Circle, Remove Curse, Revivify
Change: Bestow Curse (now called Bestow Psychic Curse, and the fourth listed option deals psychic damage instead of necrotic damage), Blinding Smite (does psychic damage instead of radiant damage; the weapon glows with psychic power) Crusader’s Mantle (now called Psychic Knight’s Mantle and deals psychic instead of radiant damage)
4th Level Spells
Gain: Arcane Eye, Charm Monster, Confusion, Otiluke’s Resilient Sphere, Phantasmal Killer
Lose: Aura of Life, Aura of Purity, Find Greater Steed,
Change: Death Ward (now called Enduring Will)
5th Level Spells
Gain: Charm Monster, Dominate Person, Dream, Modify Memory, Rary’s Telepathic Bond (ritual), Scrying, Telekinesis, Wall of Force
Lose: Raise Dead
Change: Destructive Wave (now called Psychic Wave, deals only psychic damage, and requires a Wisdom saving throw instead of a Constitution saving throw; creatures that fail are still knocked prone as they are mentally overwhelmed), Holy Weapon (now called Mind’s Weapon and deals psychic damage instead of radiant damage, but still can blind enemies as the weapon glows with psionic energy)
Oath Spells
You gain oath spells at the paladin levels listed.
|
Oath of the Flumph Spells |
|
|
Paladin Level |
Spells |
|
3rd |
Compelled Duel, Heroism. |
|
5th |
Misty Step, Warding Bond |
|
9th |
Melf’s Minute Meteors, Sending |
|
13th |
Banishment, Dimension Door |
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17th |
Flumph Meteor, Teleportation Circle |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Interstellar Cheer. As a bonus action, you can tap into your bond with the flumphs to establish an interstellar mental connection. The flumphs sense this and cheer you on from beyond the stars, giving you a tremendous boost of inspiration. You gain advantage on all weapon attack rolls and ability checks until the end of the current turn. You also gain temporary hit points equal to your paladin level.
Flumph Assault. As a bonus action, you can use you flumph-granted powers to briefly bridge worlds. A flumph momentarily appears either in your square floating above you or in a square within 15 feet of you and sprays your foes with a noisome liquid. Each creature in a 15-foot cone originating from the flumph must succeed on a Dexterity saving throw or be coated in the liquid. Affected creatures are poisoned until the end of your next turn. (The flumph’s very short appearance is why this liquid is not as long-lasting as it would if the flumph was actually there)
Up and Away
Starting at 7th level, your bond with the flumphs can carry you and your friends to new heights. As a bonus action, you can tap into the flumph locus to summon a small squad of flumphs that carry you (as long you are size Medium or smaller) or one willing creature size Medium or smaller of your choice within 10 feet of you to any location within 30 feet of the target. This movement doesn’t provoke opportunity attacks.
This ability can also be done as a reaction when you or a willing creature within 10 feet of you (the size restrictions still applying) falls, is attacked, or forced to make a Dexterity saving throw against an effect for half damage. If the target is falling, the flumphs try to carry it to safety. If done in response to an attack, the attack is at disadvantage. If forced to make a Dexterity saving throw, and the movement removes the target from the affected area, the target has advantage on the saving throw. If the GM so decides, this could also grant advantage on saving throws against area effects like Stinking Cloud.
You can use this ability three times and regain expended uses of it when you finish a long rest.
At 18th level, this ability can be used on a willing creature size Medium or smaller within 30 feet of you.
Flumph Soul
You forge a deeper connection to the flumphs. Starting at 15th level, you can communicate telepathically with any creature whose location you are aware of within 60 feet of you. For example, you could communicate with an invisible ally that you know is standing next to you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
You can perceive the content of any telepathic communication used within 60 feet of you, and you can't be surprised by creatures with any form of telepathy. You are immune to any effect that would sense your emotions or your thoughts, as well as all divination spells.
In addition, aberrations have disadvantage on attack rolls against you, and you can’t be charmed or possessed by them. Finally, when you make an Arcana, History, or Religion check, roll 1d6 and add the result to your roll.
Avatar of the Flumphs
Like the flumphs, you are selfless and willing to sacrifice yourself for the greater good. At 20th level, you can spend an action to draw tremendous power from the flumphs, gaining the following benefits for 1 minute:
- You have resistance to all damage.
- When a creature within 30 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you is affected by your resistance to damage.
- You can take one additional reaction each round, but only take to damage in place of another creature.
Previous Versions
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