Base Class: Paladin
There are some powers that are not meant to be invoked, some truths not meant for mortal minds. Oath of Madness Paladins, often called Hysterics, Mind-Benders, or Screamer Knights, have learned this fact first hand, having made contact with such a being; perhaps by accident, or perhaps through hubris. Regardless, even a moment's contact with these unknowable truths has warped their mind beyond repair, consigning them to frenzy and fear until their breath gives out. These are vessels of the eldritch truth, privy to knowledge that they should not, could not, possess, whispered to them in the silence between thought by their new masters. Most disturbingly of them all, Hysterics are alarmingly lucid; though their actions and goals are oft beyond the ken of normal folk, they use their "gifts" with frightening efficacy in pursuit of them.
TENETS OF MADNESS
The tenets of madness are impossible to generalise; the products of abnormal perception and a mind bearing the weight of other worlds. There are, however, a handful of traits they often have in common.
Expect no Comfort. The comfort of the material world are forever tainted by their contact with the unknown; momentary satisfaction is worthless in the face of the cosmic truth.
Life is Cheap. The lives of all mortals are put a momentary flash in a void of endless nothing; one life is not worth more than another, for all are ultimately worth nothing. The Paladins themselves are not excluded from this; it matters not who lives and dies.
To the Last Breath. Those afflicted by knowledge recognise the futility of mortal goals. Their own are supplanted by the wordless will of the being they made contact with; all mortals can hope to achieve is the furthering of these goals even a fraction, even at the cost of their own life. A Hysteric will fight for their overlord until they no longer can.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Precognisance. As a Bonus Action, you can open your mind to the maddening whispers that plague you, learning of information carved from the mind of your foe by the ones beyond. Select a creature you can see; they must make an INT saving throw. On a failed save, you may add your proficiency bonus to the result of DEX Saving Throws imposed by that creature, and that creature must subtract your proficiency bonus from all attack rolls against you. On a successful save, nothing happens.
This effect lasts 1 minute, or until either you or the creature drop to 0 hit points, or fall unconscious.
Spread Madness. As an action, you bellow the truths that have been forced upon you to the heavens. The profane truths can scorch the psyche of all but the strongest wills; all creatures within 20ft must succeed on a Wisdom Saving Throw or take 1d8 Psychic Damage. Creatures who do not understand any languages automatically pass this saving throw.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Madness 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 Insanity
By 7th level, your very presence is enough to break the minds of your foes. Creatures within 10 feet of you have disadvantage on WIS saving throws. Additionally, when a Creature within 10 feet fails a WIS saving throw imposed by you, they take psychic damage equal to half your Paladin level, rounding down. A Creature that does not understand any language is immune to these effects.
At 18th level, the range of this aura increases to 30 feet.
Shatter Psyche
Starting at 15th level, you can impose your madness directly upon your foe. When a creature within 5 feet of you fails a WIS saving throw you can use your reaction to render them Incapacitated until the end of their next turn. A Creature that does not understand any language is immune to these effects.
You have a number of uses of this feature equal to your proficiency bonus/2, rounding down (minimum 1). You regain all expended uses on a long rest.
Avatar of the Elder Gods
At 20th level, you can assume the incomprehensible visage of an unknowable deity. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
- All damage dealt by your melee attacks, Divine Strike feature, and Improved Divine Strike feature becomes Psychic damage.
- Your attacks that deal Psychic damage deal one extra die of that Psychic damage.
- You, and allies within 30 feet of you, cannot be Charmed. Any existing Charm effects on affected allies is cleared.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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5/13/2022 7:22:01 PM
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Coming Soon
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