Base Class: Paladin
The Oath of the Unknowable pulls in Paladins who have encountered, in some fashion, a Great, Old One. Whether it was through a chance encounter with the entity itself or secondhand through writings, shrines, or other worshippers. Afflicted with the ability to perceive rifts in reality left by or created by these Great, Old Ones, these Paladins are obsessed with these entities.
These Paladins are mesmerized with purpose and wish to either fulfill a dark purpose or understand exactly what a Great, Old One is. They believe these entities are definitely deities who must be aided or stopped at all cost. These entities can either be aware of their followers or indifferent.
Tenants of the Unknowable
Uncover the Mystery. You cannot rest until you understand the entity.
End of the World. You know there are cultists out there who will stop at nothing to bring this god into our reality. If that happens, we are doomed.
Vision of the Wyrd. You are able to perceive things others cannot. Strange abominations are slipping into our world.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Unknowable Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Unknowable Spells
| Paladin Level | Spells |
|---|---|
| 3rd | charm person, dissonant whispers |
| 5th | crown of madness, mirror image |
| 9th | bestow curse, phantom steed |
| 13th | black tentacles, confusion |
| 17th | contact other plane, scrying |
Channel the Wyrd (Channel Divinity)
When you take this oath at 3rd level, you gain the following two Channel the Wyrd options. Channel the Wyrd works in the same way as Channel Divinity.
Horrifying Presence. You can use your Channel the Wyrd to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Frothing Madness. You can use your Channel the Wyrd to spout madness at your foes. When you make a damage roll against a single target creature, you can use your Channel the Wyrd to deal psychic damage. The psychic damage equals 2d10 + your paladin level.
Aura of the Strange
Beginning at 7th level, wyrd magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have advantage against charmed, frightened, and petrified.
At 18th level, you gain resistance to psychic damage.
Horrifying Madness
Starting at 15th level, you gain the following option for your Channel the Wyrd.
Horrifying Madness. You can use your Channel the Wyrd to horrify and damage your enemies. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute and takes 2d10 + your paladin level psychic damage. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Eldritch Abomination
At 20th level, you can become a creature of utter madness. As an action, you become an abomination which cannot be comprehended by allies or enemies, gaining the following benefits for 1 minute:
- You become a Large creature.
- Whenever you deal damage to a creature, horrifying appendages from your body deal an extra 5d10 bludgeoning damage.
- You gain access to the spell fear, but the casting time is set as a bonus action.
Once you use this feature, you can’t use it again until you finish a long rest.
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