Base Class: Paladin
Paladins who take the Oath of the Worm understand that there is wisdom be found in even the humblest creatures of the soil. They see the mark of true strength not as merely possessing power, but as defiance from those who lack it; the courage to stand up to forces that tower over oneself or even exist in realms beyond one's grounded reality. Not even the heavens are safe from the wrath of the earth.
Tenets of the Worm
Respect the Earth. Dirt is the blood for which our planet lives; treat it as treasure.
Push Your Limits. Fear not the concrete's retribution whether rain or shine.
Tunnel a Path. Carve your way through all obstacles no matter the cost.
Level 3: Oath of the Worm Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Worm Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Speak with Animals, Snare |
| 5 | Animal Messenger, Maximilian's Earthen Grasp |
| 9 | Meld into Stone, Erupting Earth |
| 13 | Stone Shape, Evard's Black Tentacles |
| 17 | Transmute Rock, Passwall |
Level 3: Worm Training
Members of your oath train to emulate the abilities of the humble worm; You gain proficiency in the Stealth skill. You also gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Level 3: Chthonic Weapon
When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with worm energy. For 10 minutes or until you use this feature again, the first time on each turn that you make an attack with that weapon you can additionally cast Earth Tremor as part of the same action. You do not need to expend a spell slot nor know the spell, and it counts as a paladin spell for you.
The weapon also emits an aura that turns all bright light within 5 feet of you into dim light more pleasant for worms.
You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.
Level 7: Aura of Burrowing
While within your Aura of Protection, you and your allies have a burrow speed equal to half your respective walking speeds and blindsight with a range of 5 feet.
Level 15: Comforting Shadows
Your increasingly wormlike nature allows you to share their affinity for earthy darkness. While within your Aura of Protection, you and your allies gain temporary hit points equal to twice your Charisma modifier whenever starting a turn in dim light or darkness.
Level 20: Would You Still Love Me If...
You have finally become a worm in every aspect save for your physical body - and even that has started to change. Any critical hit against you counts as a normal hit instead. Additionally, as an action you can temporarily split yourself into two halves. This functions as casting Simulacrum without having to know the spell, expend a spell slot, or possess the material components. The simulacrum created by this special instance of the spell cannot use this feature. Its creature type is Beast rather than Construct, and it melts into dirt rather than snow when it drops to 0 hit points. While the simulacrum is alive, both you and it are shrunk by one size.
Once you use the action granted by this feature, you can't use it again until you finish a long rest.
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