Base Class: Paladin
Oath of the Disgraced Alchemist
Paladins of this Oath are often found in the deepest, most avoided parts of the wetlands. They view themselves as both wardens and stains upon the landscape, working tirelessly to ensure that no other life is "corrupted" by the hubris of alchemy.
Tenets of the Sunken Alchemist
* The Debt of Blood: I have taken from the natural order; I must give back until the scales are balanced.
* Transmutation's Caution: Change is a violent act. I shall not alter a life unless the alternative is total extinction.
* Cold-Blooded Kinship: The serpent and the croc are my siblings. I will speak for those who cannot speak for themselves.
* Sanctuary in Stagnation: Protect the places the world has forgotten. In the muck, there is purity.
Oath Spells
Your spells reflect your past as a chemist and your current life in the marsh
Mire Guardian
At 3rd level, you gain the following two Channel Divinity options:
* Soothe the Beast: As an action, you can press your hand to a creature. If it is a Beast or Monstrosity with a reptilian appearance, it must make a Wisdom saving throw. On a failure, it is Charmed by you for 1 minute. While charmed, it will not attack unless provoked and understands your verbal commands as if you shared a language.
* Alchemical Rejuvenation: As a bonus action, you can touch a creature and expend a use of your Channel Divinity to "correct" its biology. The creature regains hit points equal to 2d8 + your Paladin level and is cured of the Poisoned or Blinded condition.
Aura of the Still Waters
Starting at 7th level, you radiate a calming, swampy mist. You and friendly creatures within 10 feet of you cannot be tracked by non-magical means unless you choose to leave a trail.
Furthermore, any enemy that starts its turn within your aura must succeed on a Strength saving throw or have its movement speed halved as the ground beneath them turns into spectral, grasping peat and mud.
At 18th level, the range of this aura increases to 30 feet.
Master of the Scaled Tongue
At 15th level, your connection to reptiles is innate. You are under a permanent Speak with Animals effect, but only regarding reptiles.
Additionally, you gain Expertise in Nature and Medicine. If you spend 10 minutes harvesting local flora, you can create a Swamp Tincture that grants the drinker resistance to Acid or Poison damage for 1 hour. You can produce a number of these equal to your Charisma modifier per long rest.
Avatar of the Atoned Predator
At 20th level, you can briefly bridge the gap between your alchemical past and your reptilian future. As a Bonus Action, your skin turns into impenetrable, moss-covered scales and your eyes slit like a crocodile's. For 1 minute:
* The Swamp's Protection: A spectral, gargantuan crocodile form flickers around you. You gain 50 temporary hit points.
* Reactive Evolution: When you take damage of a certain type, you can use your reaction to gain resistance to that damage type until the end of your next turn.
* Bellow of the Marsh: As a bonus action, you let out a thunderous roar. Each enemy within 30 feet must succeed on a Wisdom save or be Restrained by spectral crocodiles until the end of their next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Level 3: Oath of the Disgraced Alchemist Spells
Your spells reflect your past as an alchemist and your current life in the marsh.
| Paladin Level | Spells |
|---|---|
| 3 | Animal Friendship, Hunter’s Mark |
| 5 | Lesser Restoration, Misty Step |
| 9 | Plant Growth, Stinking Cloud |
| 13 | Blight, Death Ward |
| 17 | Greater Restoration, Antilife Shell |
Mire Guardian
Soothe the Beast: As a [Tooltip Not Found], you can press your hand to a creature. If it is a Beast or Monstrosity with a reptilian appearance, it must make a Wisdom saving throw. On a failure, it is Charmed by you for 1 minute. While charmed, it will not attack unless provoked and understands your verbal commands as if you shared a language.
Alchemical Rejuvenation: As a bonus action, you can touch a creature and expend a use of your Channel Divinity to "correct" its biology. The creature regains hit points equal to 2d8 + \text{your Paladin level} and is cured of the Poisoned or Blinded condition.
Level 7: Aura of Still Waters
You and friendly creatures within 10 feet of you cannot be tracked by non-magical means unless you choose to leave a trail.
Furthermore, any enemy that starts its turn within your aura must succeed on a Strength saving throw or have its movement speed halved as the ground beneath them turns into spectral, grasping peat and mud.
At 18th level, the range of this aura increases to 30 feet.
Level 15: Master of the Scaled Tongue
You are under a permanent Speak with Animals effect, but only regarding reptiles.
Additionally, you gain Expertise in Nature and Medicine. If you spend 10 minutes harvesting local flora, you can create a Swamp Tincture that grants the drinker resistance to Acid or Poison damage for 1 hour. You can produce a number of these equal to your Charisma modifier per long rest.
Level 20: Avatar of the Atoned Predator
As a Bonus Action, your skin turns into impenetrable, moss-covered scales and your eyes slit like a crocodile's. For 1 minute:
The Swamp's Protection: A spectral, gargantuan crocodile form flickers around you. You gain 50 temporary hit points.
Reactive Evolution: When you take damage of a certain type, you can use your reaction to gain resistance to that damage type until the end of your next turn.
Bellow of the Marsh: As a bonus action, you let out a thunderous roar. Each enemy within 30 feet must succeed on a Wisdom save or be Restrained by spectral crocodiles until the end of their next turn.
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