Paladin
Base Class: Paladin

Tenets of the Endless

That which lies dead is merely dreaming.

Answer only to the highest power.

Spread your knowledge, to enlighten all.

Seek a perfected form.

Channel Divinity

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

Aberrant Mutation. You can use your Channel Divinity to temporarily alter your form to embody the eldritch monstrosity from which you draw your power. Roll on the table below. You gain that benefit for one minute, after which you return to your normal form.

[roll]1d20[/roll]

  1. Amorphous Body. You can move through a space as narrow as 1 inch wide without squeezing.
  2. Physic Shards. Add 1d4 psychic damage to all of your weapon attacks.
  3. Bone Claws. Your unarmed strikes deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  4. Latticed Skin. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  5. Eyes Everywhere. You gain advantage on perception rolls that rely on sight and a darkvision of 60 ft.
  6. Chiral Shell. Your AC is raised to 17 if it is below 17. Your dexterity doesn’t affect this number. You gain no additional benefit from your armor, but if you are using a shield, you can apply the shield's bonus as normal.
  7. All You Can Eat. Whenever you hit with a melee attack, as a bonus action, you may feast on your prey to gain 1d4 temporary hit points.
  8. Prehensile Tentacle. You gain a third arm for the purposes of holding items.
  9. Amphibious Adaptation. You gain a swim speed equal to your walking speed and can breathe underwater.
  10. Caustic Blood. Whenever you are hit by a melee weapon attack, the attacker takes 1d6 acid damage.
  11. Sprouting Appendages. Your speed increases by 10 ft., and you gain a climbing speed equal to your walking speed.
  12. Chameleonic Shimmer. You take on the colors and textures on your surroundings. You have advantage on stealth checks and your armor cannot give you disadvantage on stealth checks.
  13. Gastropic Slime. You secrete an oozing trail as you move. Whenever you take a move action, you leave a 5 ft. wide trail behind you. Any creature besides you who attempts to move through the trail must make a dexterity saving throw. On a failed save, the creature ends its move and falls prone.
  14. Mesmerizing Visage. Whenever you’re chosen as the target of an attack, the attacker must succeed on a Wisdom saving throw. On a failed save you cannot be targeted and the attack is wasted.
  15. Visceral Bloom. Pockets of poisonous gas grow all over your body, popping when enemies are near. Whenever a creature ends its turn within 5 ft. of you, you may have it take 1d4 poison damage.
  16. Spontaneous Growth. You become one size larger.
  17. Lengthened Limbs. Your reach is increased by 5 ft. Your movement speed is also increased by 5 ft.
  18. Toxic Reflux. As an action, you can make a ranged attack targeting a creature within 15 ft. The creature must succeed on a dexterity saving throw or take 2d6 acid damage.
  19. Malleable Bones. You get advantage on all checks and saving throws requiring dexterity, and moving out of an enemies reach does not provoke an opportunity attack.
  20. Trypophillic Membrane. Holes open up all over your body. All attacks against you have disadvantage.

Psychic Rake. You can use your channel divinity to assault the mind of an intelligent creature. As an action, you target a creature within 30 ft of you that understands at least one language. That creature makes a charisma saving throw. On a failed save, it takes 3d6 psychic damage and is unable to take any reactions until its next turn.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Sermon of Madness

Starting at 7th level, you always have the ceremony spell prepared, and can cast it without the material component. In addition to the religious ceremonies listed, you gain a new option: 

Indoctrination. You touch a willing creature. Roll on the Aberrant Mutation table. For the next 24 hours, that creature benefits from that mutation. A creature can benefit from this rite only once.

Conduit of Horror

At 15th level, whenever you use your channel divinity Aberrant Mutation, you roll twice on the table, rerolling duplicate results. In addition, you are immune to being charmed through magical means.

Apotheosis of Annihilation

At 20th level, you can, as an action, open a gateway to the far realm and warp reality around you for up to one hour. Within 100 ft of you, the following benefits apply:

You and friendly creatures gain a flying speed of 30 ft.

All terrain is considered difficult terrain for your enemies.

At the end of each enemy creature's turns, that creature must make a charisma saving throw. On a failed save, that creature becomes frightened.

After activating the gateway, you can't do so again until you finish a long rest.

Oath Of The Endless Image

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