Paladin
Base Class: Paladin

Tenets of Filth

The Tenets of the Oath of Filth are few but all encompassing to most of the orders Paladins.

Strength Before Weakness. Those that cannot live in time of change and challenge should not be allowed to flourish.

A Little Experimentation Can't Hurt. To find a new way to strengthen one's self should be prized. Even if it does leave a trail of bodies.

Purity Through Disease. The touch of disease shapes our thoughts and enlightens us to our mortal selves. Let the disease take out anything that would blemish our souls. 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Blighted Aura. You can use your Channel Divinity to invoke your diseased nature to impair your enemies. As an action you can activate this ability for 1 minute. When a enemy creature within 10 feet of you makes an attack roll, ability check, or saving throw, the creature rolls 1d4 and subtracts the number rolled from the attack roll, ability check, saving throw. A creature can be affected by only one Blighted Aura at a time, and the effect doesn't stack with bane. 

Poisoned Land. You can use your Channel Divinity to let disease run rampant throughout the land. As an action you can cause a 30ft sphere centered on you to become difficult terrain. You can choose a number of creature up to your Charisma modifier to be unaffected by the difficult terrain. This effect on the land last for 1 hour.

Blighted Weapon

The blighted power within you had started to affect the things you use. At 3rd level, at the end of every short or long rest you can choose to corrupt a choosen weapon. This weapon, until another weapon is corrupted, deals and extra 3 1d4 necrotic damage.

This damage increase to 2d4 at level 7, 3d4 at level 13 and 4d4 at level 17.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Filth Spells
Paladin Level Spells

3rd

dectect poison and disease, ray of sickness

5th

blindness/deafness, ray of enfeeblement

9th

bestow curse, stinking cloud

13th

blight, death ward

17th

cloudkill, contagin

Aura of Decay

Starting at 7th level, your diseased devotion has caused those around you to fall into decay. You create a 10ft radius around you. Any unfriendly creature in that area cannot be healed by any means, unless the creature is subjected to the remove curse spell at 5th level and above or any healing spell at 5th level or above. This last until until the creature if subjected to any healing spell of 5th level and above or remove curse casted at 5th level and above.

At 18th level, the range of this Aura increase to 30ft and the creature cannot be healed by any spell under 7th level.

Blighted Contact

Starting at 15th level, A creature that takes necrotic damage from you must succeed a 8 + prof bonus + CHA Bonus Constitution saving throw or be afflicted with a rotting disease for 1 minute. On a failed save the targets takes 13 3d8 necrotic damage for 1 minute every turn. The target can repeat the saving at the end of every turn. On a successful save the target takes 1d8 necrotic damage and is immune to the rotting disease for 24 hours.

Blightwalker

At 20th level, you your fully accepts the power of your Blighted Disease. Once per long rest, as an action you can transform you body into a living conduit of disease and filth for 1 minute, you gain the following benefits.

  • Whenever you don't have temporary hit points you gain 1 temporary hit points.
  • Whenever a melee attack is made against you, on a hit or miss the weapons becomes corrupted. Every turn a creature holds a corrupted weapon they take 7 3d4 necrotic damage and they have to make a DC 17 Consititution saving throw every turn they are holding a corrupted weapon. On a failed save, their soul is infected with a Blighted Curse. They take an additional 16 3d10 necrotic damage every turn for 1 minute. On a successful save they take no damage.
  • Whenever you loose all your temporary hit points your Blighted Body explodes. Dealing 13 3d8 necrotic damage to anyone within a 10ft radius of you. You then can choose to rebuild you body anywhere within 10ft of your explosion equal to half your CHA bonus (rounded down) per round.  Regaining hit points equal to the damage rolled and 1 temporary hit point.
  • When this ability is active your armor score becomes 10.

Once you use this feature, you can’t use it again until you finish a long rest.

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