Base Class: Paladin
Dedicated to the cycle of life, paladins that follow the oath of decay believe that nothing is eternal. Everything must die eventually, even the gods. Paladins that follow the oath of decay tend to be more chaotic in nature, resisting long-standing institutions and power hierarchies. They resent everything that does not know its place, to die and feed new life. The cycle of death feeds new life, and vice versa. Stagnation is stifling to them, and any obstacles to progress must be removed without question.
Ironically, paladins that follow the oath of decay tend to be very gentle with children and races that live less than 100 years. They are new life, beautiful, enriching the world around them. It is only when a creature begins to resist the pull of death and renewal that they grow violent. In this way, they are unexpectedly quite lawful, following their own principles and guidelines for what is determined to be "stagnant" or "youthful".
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Fetid Stature. As an action, you present your holy symbol and welcome the divine rot, using your Channel Divinity. For 1 minute, you have resistance to acid, poison, and necrotic damage. You also may choose one additional resistance that is not cold damage. You cannot concentrate on spells for more than one round while you are rotting.
You can end this effect on your turn as part of any other action.
Curse of Rot. As an action, you present your holy symbol and speak a dark prayer calling for decay, using your Channel Divinity. A creature of your choice within 30 feet must make a constitution saving throw or begin to rot. A creature with less than half of its hit points has disadvantage on its save against this effect. A rotting creature deals half damage with all strength-based attacks, and takes necrotic damage equal to your charisma modifier (minimum of 1) at the start of each of their turns. A creature may repeat this saving throw at the end of each of their turns.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Decay Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Decay
Starting at 7th level, creatures within 10 feet of you lose resistance to acid, poison, and necrotic damage and lose immunity to the poisoned condition. If a creature is immune to poison, acid, or necrotic damage within this aura, that immunity is instead treated as resistance. Additionally, whenever you hit a creature with your divine smite, you may instead deal poison damage and force it to make a constitution saving throw against your spell save dc. On a failure, that creature is poisoned condition until the end of your next turn.
At 18th level, the range of this aura increases to 30 feet.
Putrid Spirit
Beginning at 15th level, you may manifest a weapon of pure putrid energy as a bonus action. It counts as a martial melee weapon with which you are proficient. It deals 2d8 poison or acid damage (your choice) on a hit and has the finesse, light, and thrown properties (range 20/60). If you use this weapon to make an attack against a creature that is poisoned, you may do so with advantage.
If you drop or throw the weapon, it dissolves into black mist after 1 round.
At 20th level, the weapon created by this feature becomes a +3 magic weapon instead of a +2 magic weapon.
The Decay
At 20th level, as an action, you can release a cloud of putrid death for one minute. Spores pour out of your mouth, eyes, and pores, heavily obscuring the area. You may see through the cloud as if it were a light fog, and it does not obscure your vision.
Whenever an enemy creature starts its turn in the cloud, the creature takes poison damage equal to your charisma modifier and must make a constitution saving throw. On a failure, the creature is poisoned. If the creature is already poisoned, they instead take the poison damage from this feature again.
In addition, for the duration, you regenerate a number of hit points equal to your constitution modifier at the start of every one of your turns.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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Coming Soon
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