Base Class: Paladin
Tenets of the Scourge:
Spread the Plague: It is not enough to kill your enemies. You must spread disease and rot through any and all nations.
Rule through Fear: Through Disease and Rot you will bring forth your unholy god to the surface. You will increase their fellowship and bring them to the forefront of all gods of all realms.
Rot Above All: You and you alone will sit on the throne of a world on Fire, watching it burn itself down through famine, disease, poison, and fear. You will destroy any who oppose you, whether it be through disease or blade. You will wait and watch until the deed has been done.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Rain of Desecration: You emit a downpour of diseased rain in a 15ft radius around you (The radius becomes 30ft at level 14). Any and all entities not immune to poison must make a Constitution saving throw. On a failure, they take on a random affliction from your disease table. If they succeed nothing happens. This saving throw is repeated at the start of every creatures turn that remains in the radius. If they leave the radius, they must make another Constitution saving throw. On a success, they shake off the disease. On a failure, the disease takes hold and lasts until cured through magical means such as lesser restoration spell.
Item Zero: You can inflict a powerful disease from your disease table (randomly chosen) onto a small item. The item becomes contaminated and remains so for 24 hours or until you use this channel divinity again. Poisoning an item in this way takes a minute to desecrate fully. Anyone in contact with this item for longer than an hour will need to make a Constitution saving throw against that disease. Every hour have possession of the object the disease attempts to take hold again. Contracting the disease in this way lasts until cured by magical means such as lesser restoration spell. The object will also contaminate any other objects it is touching for more than an hour. Items contaminated in this way for 24 hours will become carriers of this disease as well. They stat contaminated until cleansed.
Vile Presence
You have advantage on intimidation checks. If you succeed on an intimidation check the target is now under the fear condition until you are out of their sight.
Infectious Anger
You learn to magically inflict the minds of your enemies with putrid anger. As a bonus action, you can emit vile indecencies to make anyone within 30ft of you make a wisdom saving throw or become angered.
Angry creatures are distracted by your presence, cursing them with disadvantage on attack rolls against anyone but you. Inflicted creatures can also use only half movement if they choose to move away from you. Enemies inflicted may attempt to break free of this anger again at the end of each of their turns. Once a creature has saved against this effect, they are immune to your rants for 24 hours.
Terminal Scourge
Targets affected by your channel divinities (whether it be your rain or your contaminated items) have disadvantage on the saving throws against contracting disease. Diseases from your divinities have also adapted to affect all creature types and even those previously immune to disease (Creatures immune to disease retain advantage on saving throws against your diseases). Furthermore, curing your diseases now takes stronger magic, such as a greater restoration spell or 20 points of Lay on Hands.
Spread the Plague that Ends the World
When you use either of your channel divinities, a new effect occurs making your diseases truly terrifying. You regain the use of this feature after taking a long rest.
Rain of Desecration: A heavy mist pours from your mouth filling your rains radius. The area becomes heavily obscured and poisonous to anyone but you and your allies. Enemies moving through the mist move at half speed and take 3d6 poison damage when they enter for the first time and at the start of each of their turns.
Item Zero: A heavy mist erupts from the object of your choosing after its creation within 24 hours. You can now see through the object as you were scrying on it. Anyone entering this mist takes 3d6 poison damage again at the start of their turns.
Anyone who dies from this mist rises as a plague carrier zombie that you can command to spread your vile diseases. These zombies explode in spores when they die, inflicting disease on anyone in a 20ft radius of their detonation if they fail against your save.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/18/2024 6:34:57 PM
|
1
|
2
|
--
|
Coming Soon
|
Comments