Base Class: Paladin
Tenets of the Pale Doctrine
The Pale Doctrine emphasizes salvation through knowledge, and the cutting away of disease—both literal and moral.
- Preserve Life: Aid the innocent and ease suffering, even when the cure is bitter.
- Excise the Rot: Root out corruption ruthlessly; mercy can be sharp as a scalpel.
- Pursue Knowledge: Truth is the highest cure—seek understanding even in forbidden places.
Endure the Plague: You must be immune to fear and corruption, a light in pestilent darkness.
Channel Divinity
Pharmaceutical Revelation
As an action, you concoct a divine tincture. Choose one:
- Medicinal Vapor: As an action, you release a hissing vial of radiant vapor in a 10-foot radius sphere centered on a point within 30 feet.All creatures of your choice in the area regain hit points equal to your Charisma modifier + half your paladin level (minimum 1).Until the end of your next turn, affected creatures have advantage on the next saving throw they make.
- Necrotic Purge: As a melee spell attack, you inject a corrosive serum into a creature. On a hit, the target takes 2d10 + your paladin level necrotic damage and gains the poisoned condition for 2 turns.
Field Physician
You gain proficiency in Medicine (or another skill of your choice if you already have it).
When you make a Medicine check, you may use Charisma instead of Wisdom.
Additionally, you can choose to double your proficiency bonus on Medicine checks if you are not already gaining such a benefit from another feature.
Aura of Virulence
Starting at 7th level, your divine presence exudes a subtle, toxic influence. You and friendly creatures within 10 feet of you deal an additional 1d6 poison or acid damage on the first weapon attack they hit with on each of their turns.
At 18th level, the range of this aura increases to 30 feet, and the extra damage increases to 1d8.
Pharmacological Resilience
You have developed secret internal remedies and divine inoculations.
- You are immune to the poisoned condition
- You have resistance to poison and necrotic damage
- When you succeed on a saving throw against poison, necrotic damage, or disease, you regain hit points equal to your Charisma modifier + half your paladin level(minimum 1).
Living Cure
As an action, you can unleash a wave of unsettling dread upon your enemies. Choose a number of creatures equal to your Charisma modifier (minimum one) that you can see within 120 feet. Each target must succeed on a Wisdom saving throw against your spell save DC or suffer the following effects for 2 rounds:
- The creature is stunned and deafened.
- Its vision is reduced to 5 feet, and it perceives all areas beyond that range as magical darkness.
- If the creature is currently poisoned, it automatically fails this saving throw.
While affected, the first time you move within 10 feet of one of these creatures, paranoia overwhelms it, and it takes 2d8 psychic damage at the start of each of its turns until the condition ends.
Additionally, you may designate one of the affected creatures. If you move within 5 feet of that creature and it has 100 hit points or fewer, it is immediately reduced to 0 hit points, consumed by overwhelming dread. This part of the effect applies to only one creature per use of this feature.
Once you use this feature, you can’t do so again until you finish a long rest.
Comments