Base Class: Paladin
As a paladin, you follow an oath that leads you to become a true warrior of your faith. Sometimes, that leads you to dark corners; shadowed halls where the whispers lay.
Calm. You have discovered that your existence is worthless. And yet with that realization, you are unburdened.
Compassion. To live is to suffer. Suffer for others so that you may help give them eternal rest.
Contemplation. Although you are but a glimmer to history, you have received revelations beyond your years. Think deeply and consider it all.
Continuity. Do not falter, do not yield, and give no quarter. Go on and go forth unto the never-ending river of time.
Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options as well as the Eldritch Blast and the Vicious Mockery Cantrip.
Forbidden Precept
As an action, you can imbue a weapon(s) that you are holding with aberrant energy, using your Channel Divinity. For 1 minute your attacks now deal an extra 1d8 force or psychic damage. This increases by 1d8 at level 14. Also, whenever you use divine smite you can change the damage type to force or psychic.
Ancient Edict
Choose a target within sight, as an action you may attempt to temporarily weaken them. The enemy must make a Wisdom saving throw of 8 + Charisma modifier + proficiency bonus to not be affected by this ability. On a failed save, the target will have disadvantage on all rolls until the end of their next turn. You can cast Hideous Laughter at will, without expending a spell slot.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Old Ones 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 |
Fanatic Faith
At 7th level, when you or a friendly creature within 10ft of you would make a saving throw against the effects of a spell and fail, it can choose to automatically succeed on the saving throw up to a number of times equal to your Charisma modifier + your proficiency instead. This recharges on a short rest for each creature separately. At 18th level, the range of this aura increases to 30 feet.
Ascendancy of Aberrance
Peel the skin, discard the flesh, tear the organs, and crush the bone. Only then, may the spirit rise to the fore.
At 15th level, choose 2 of the 6 following mutations. Choose another at level 20. You may instead of choosing a feat, choose 1 of the following mutations not chosen and add a +1 to an ability score of your choice. For each mutation, you receive gain an eldritch invocation.
Alien Knowledge
Your brain forms bizarre growths and you feel knowledge not meant for lesser beings trickle into you.
You have advantage on all Intelligence checks and saves as well as proficiency on Intelligence saves. Double your proficiency bonus on Intelligence-based skills you are proficient in. You are immune to madness/insanity.
Eerie Allure
While some gift their physical form to their servants, some Old Ones go beyond and gift part of their presence -a shard of their divinity.
When you are attacked by a creature, it must succeed a Charisma save of 10 + your proficiency + Charisma Modifier or have disadvantage on the attack roll. You are immune to psychic damage. Treat all rolls with charisma checks and skills as a 10 on a 9 or lower. Double your proficiency bonus on Charisma-based skills you are proficient in.
Eldritch Might
Your muscles and bones grow uncontrollably inside your skin engorging your strength.
Your damage rolls belonging to melee weapons deal additional damage equal to your proficiency. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You have proficiency in Athletics, doubled if you are already proficient. You can use your strength score for your strength checks if your roll would be lower.
Strange Vigor
They have granted you their powers, now they give you their flesh; you feel more at home with your new kin.
Increase your AC by half your proficiency. Gain damage reduction equal to your constitution modifier against all damage except psychic and advantage on death saves. Gain resistance to physical damage. Apply your damage reduction before resistances.
Unnatural Swiftness
Bent geometries reign unchecked inside your limbs, gifting you with uncanny speed and reflexes.
You gain proficiency in Dexterity saving throws and skills. If you are already proficient, double your proficiency bonus instead. You have the Evasion feature and take half damage on a failed dexterity save and no damage on a success. Your movement is doubled.
Warped Understanding
Eyes line the insides of your insides looking inside to the outside seeing clearly; you grow a vertical eye, while each of your eyes forms 3 pupils.
You gain expertise in wisdom-based skills. You can now also see through magical darkness and have blindsight up to 60 feet. You are immune to the blinded and deafened conditions.
You have advantage against the frightened and charmed conditions.
Emergence of the Undying
Oh changer, take your place amongst the Starborn. Alas, such a gift does not come without cost. At 20th level, you gain the following effects:
- You are considered an aberration as well as humanoid. Those not like you despise you and will target you first in combat if they realize what you are.
- You gain an additional 60 feet of magical darkvision and blindsight.
- You become resistant to a damage type of your choice you are not already resistant to. This requires an action to change.
- You are permanently under the effect of Alter Self and are unaffected by spells that change your form except your own.
- If you ever lose an extremity or organ, they are reformed in 1 hour. You will not die from having your head chopped off, but are considered to be paralyzed until you grow a new one in 24 hours.
- You heal 1 hp each turn. You lose the need to sleep, eat, drink, and breathe.
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