Paladin
Base Class: Paladin

The Oath of the Eldritch Knight is an oath to the concept of madness itself. Alliance to an Eldritch god is submission to all that is chaotic and unreal in the world. The warriors who take this oath are known as Eldritch Knights, Abberant Knights, or the Knights of Chaos as they seek to spread the word of insanity far and wide through whispered secrets and shouted nonsense.

Tenets of the Eldritch

The tenets of the Oath of the Eldritch Knights have long been whispered about in the cloistered and forgotten corners of abandoned monasteries where the ears of the traditional gods cannot hear them. This oath emphasizes the principle of chaos over all matters of goodness or evil. Its three central principles are simple.

Sew Chaos. Through your acts you shall honor the Old Ones by sewing chaos wherever you may go.

Honor the Ancients. Make sacrifice to the Old Ones by dealing damage to the minds of others.

Destroy the Traditional. Delight in the destruction of the idols of traditional gods.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Eldritch Knights Spells

Paladin Level

Spells

3rd

Arms of Hadar, Id Insinuation

5th

Crown of Madness, Mind Thrust 

9th

Hunger of Hadar, Psionic Blast

13th

Ego Whip, Summon Abberant Spirit

17th

Intellect Fortress, Telekinesis 

 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Maddening Call. You can use your Channel Divinity to invoke primeval forces to madden a foe. As an action, you can cause tendrils of psychic energy to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on an Intelligence saving throw or become frightened. While frightened, the creature repeats the saving throw at the end of each of its turns. On a success, it is no longer frightened.

Words of the Faithless. You can use your Channel Divinity to speak in forgotten tongues that drive others to madness. As an action, you utter an unholy phrase and each non-abberant creature within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature takes 10d6 psychic damage.

Aura of Madness

Beginning at 7th level, eldritch magic lies so heavily upon you that it radiates off of you. Hostile creatures within 10 feet of you suffer psychic damage equal to your Charisma modifier at the beginning of their turn.

At 18th level, the range of this aura increases to 30 feet.

Abberant Mind

Starting at 15th level, you become resistant to magic that would interfere with your mind. When someone attempts to inflict psychic damage unto you, you take half the damage you would normally take and they take the other half of that damage.

Additionally, you have advantage on saving throws against being enchanted.

Abberant Form

At 20th level, you can become incomprehensible. When creatures cast their eyes upon you in this form they instantly take 1d6 psychic damage.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

Once you use this feature, you can't use it again until you finish a long rest.

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