Base Class: Paladin
Paladin: Oath of Horrors
One who has seen the eyes of the Great Old Ones does not simply live on normally. Those who have gazed upon the incomprehensible forms of the Ancient Gods slowly fall to madness. However, while most try to escape it and eventually succumb to their forced insanity, others embrace the madness and thrive upon it. Those of the Oath of Horrors embrace such ideals, and for doing so they gain blessings that are beyond most understanding. They mutate in the image of their Great Gods and carry out their idols work on the mortal realms, bearing the mutations as a badge of honor, a sign of loyalty, and most of all an embracing of insanity. Those of the highest regard are pure abominations, uncanny in appearance and unbelievably powerful.
Tenets of Horrors
The tenets of Horrors are vial acts of the mortal realm, usually done with the intent of spreading madness across the mortal plane and creating disgusting abominations along the way. Those that uphold these tenets tread closer to madness, indulging on its effervescence, and engulfing all into the madness within.
Indulge in Madness. When presented to myself, I shall embrace all madness and indulge in its vitality.
Engulf the Sane. Any who cross my path shall know the true euphoria of insanity and shall succumb to it.
Beautiful Creations. Everywhere I tread, I shall leave behind a trail of Eldritch Abominations for all to adore.
Eldritch Mutations
Eldritch Mutations
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d8 |
Effect |
|---|---|
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1 |
Your prayers go unanswered, nothing happens. |
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2 |
Ally: You grow some fat around random areas of your body. Gain 2d6 temporary hit points. Enemy: They grow some fat around random areas of their body. They gain 2d6 temporary hit points and are treated as suffering from 3 levels of exhaustion. |
|
3 |
Ally: You grow a tentacle that lasts for a minute and take 1d8 bludgeoning damage. This tentacle can be used to take an additional attack action as an unarmed attack 1d8 + str mod + proficiency mod bludgeoning damage. Enemy: They grow a tentacle that lasts for a minute and take 1d8 bludgeoning damage. This tentacle will attack an adjacent creature at the start of their turn with an unarmed attack 1d8 + their challenge rating rounded down bludgeoning damage. If no creatures are adjacent then they make an attack against themselves. |
|
4 |
Ally: You burp a disgusting sphere of gas that has the same effects as if you casted Acid Splash. In addition, enemies hit by this are treated as being poisoned. Enemy: A thick gas forms around them, they are now treated as being poisoned and any adjacent creatures must make a constitution saving throw. On a failed save they become poisoned. |
|
5 |
Ally: A large maw grows out from one of your hands, you can now use a bonus action to make an unarmed attack: 2d6 + str mod + proficiency mod bludgeoning damage. Enemy: A large maw forms underneath them, they are treated as being grappled and take 1d8 piercing damage at the start of each of its turns. |
|
6 |
Ally: A black fog forms behind you and the eyes of Cthulhu pear through it. Any creature looking towards you are treated as being affected by Madness(A creature under the effects of madness can only spend its turn moving toward and attacking the closest creature) Enemy: A black fog forms around them and they are forced to pear into the eyes of Cthulhu, they are treated as being effected by Madness. |
|
7 |
Ally: A black fog forms centered on a point within 60ft of you that you can see, that point is treated as if you cast Hunger of Hadar. Enemy: They are treated as if Hunger of Hadar was casted centered on themselves. |
| 8 |
Ally: A portal to an ancient realm forms behind you, from the portal an eldritch god grabs 1d4 enemies of your choice and drags them through the portal. They die instantly as the ancient god devours them. Enemy: A portal to an ancient realm forms above them, from the portal an eldritch god grabs them and any adjacent creature and drags them into the portal. They die instantly as the ancient god devours them. |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Mutate Life. As an action, you can target a creature within 20 feet of you and inflict it with a mutation, using your Channel Divinity. The target creature must make a Constitution saving throw, on a failed save the target creature suffers a mutation from the Eldritch Mutations table.
At the end of each of its turns, it can make a Constitution saving throw, on a successful save the mutation fades away. You may also choose to end the Mutation as a bonus action and cause 2d6 plus your proficiency modifier bludgeoning damage.
Self Abomination. As an action, you pray to your Ancient Gods and ask for a blessing, using your Channel Divinity. You may be blessed with a mutation from the Eldritch Mutations table. You may take up to 4 mutations, for each mutation above 1 you suffer 1d6 bludgeoning damage and must make a constitution saving throw DC 12 + the number of mutations above 1, on a failed save you are effected by Madness(A creature effected by madness can only move toward and attack the closet creature).
You may choose to end the mutation on your turn as part of any other action.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
arms of hadar, cause fear |
|
5th |
ray of enfeeblement, darkness |
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9th |
fear, hunger of hadar |
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13th |
blight, chaos spawn |
|
17th |
contact other plane, contagion |
Treading Abomination
Starting at 7th level, after finishing a movement, any enemies you walked adjacent to must roll a Constitution saving throw, on a failed save they take 1d8 bludgeoning damage.
At 18th level, any enemies you walked within 10 ft of must roll a Constitution saving throw, on a failed save they take 2d8 bludgeoning damage.
Pure Mutation
Beginning at 15th level, you are blessed by the Ancient Gods to have a pure mutation. You may choose the 2nd or 3rd Eldritch Mutations from the Eldritch Mutations table to have permanently.
Pure Abomination
At 20th level, once per long rest you may become a pure abomination. When you do so, roll for 1d4 + 1 Eldritch mutations to place on yourself. In Addition to this, every enemy within 10 feet of you must then make a Constriction saving throw, on a failed save they must roll on the Eldritch Mutations table and take 2d10 bludgeoning damage. On a successful save, they take half as much damage and do not roll on the Eldritch Mutations table.
Enemies must make a Constitution saving throw at the start of their turn, on a failed save they take 1d8 bludgeoning damage. On a successful save the Eldritch Mutation fades.
You may end Pure Abomination as part of any action during your turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/2/2022 2:07:06 AM
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8
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1
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0.5
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Coming Soon
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