Base Class: Paladin
While this is an archetype of paladin, it is one of a few subclasses that is referred to as a "Death Knight". These necrotic warriors are the dark side of paladins, reveling in death and darkness, but still following certain oaths and codes, just like their lighter counterparts.
Death knights who take the oath of pestilence are advocates for life- though it's generally microbial life and potential hosts for it. They revel in filth and disease, and spread it whenever possible.
Tenets of Pestilence
A death knight who takes this oath has the following tenets automatically emblazoned in runes on their weapon or armor upon accepting the oaths. Passing a piece of equipment on to another who has not taken the oath of pestilence causes the runes to fade.
Eternal Hunger. You thirst to be surrounded by disease and pain, be it that of your enemies or of innocents. Often it is not merely enough that your targets find themselves in agony, but that such pain becomes viral.
Living Vector. You have dedicated yourself to the spread of disease and pestilence. Sometimes this leads to prolonging the life of a target in order to spread their viruses.
Corruption. Often pestilence is not merely corruption of the body, but also of society and the mind. You like to see empires fall and do what you can to drive people- especially rich or important people- mad.
Oath of Pestilence Spells
You gain oath spells at the paladin level listed.
| Paladin Level | Spells |
|---|---|
| 3rd | Bane, Ray of Sickness |
| 5th | Enthrall, Suggestion |
| 9th | Bestow Curse, Gaseous Form |
| 13th | Blight, Giant Insect |
| 17th | Choose two of the following: Cloudkill, Insect Plague, Contagion |
Necrotic Smites
Starting at 3rd level, any radiant ability granted by your base paladin skills now does necrotic.
Channel Divinity
When you take this option at 3rd level, you gain the following two Channel Divinity options.
Blinding Aura. As an action, you can envelop another creature in shadow. The creature must make a Wisdom saving throw, and on a failed save the creature is shrouded in a blinding darkness, as if darkness were cast on it. The creature cannot see farther than 5 feet ahead of it, and this darkness is considered magical. This effect lasts for 1 minute.
Mark of Decay. You can use your Channel Divinity to mark a target with a tinge of decay. As a bonus action you can point to a target within 30 feet. The creature must make a Constitution saving throw or take an additional 1d8 necrotic damage from all attacks for 1 minute.
Aura of Decay
Starting at 7th level, you emit an aura of decay in a 15-foot radius around you. All enemies within the radius must make a Charisma saving throw, and on a failed save, they have disadvantage on all Constitution and Strength saving throws while in the aura.
Sludge Belch
Starting at 15th level, you exhale noxious sludge in a 30-foot line that is 5 feet wide. Each creature in that line must make a Constitution saving throw (DC 8+ proficiency bonus+ Charisma modifier), taking 5d8 acid damage on a failed save, or half as much damage on a successful one. If the creature critically fails its saving throw, it gains a random illness from the Contagion spell instead of taking maximum damage. This ability can be used once per short or long rest.
Defiled Being
Starting at 20th level, you gain the ability to become the embodiment of pestilence. Using your action you gain the following benefits for 1 minute:
- The area of your aura is considered difficult terrain for hostile creatures.
- You are immune to poison and acid damage, as well as the poisoned and diseased conditions.
- Hostile creatures within your aura are vulnerable to poison damage, and have disadvantage on poison and disease saving throws. If a creature is immune to poison damage, it becomes resistance, and if they are resistant, the damage becomes normal.
Once you use this feature, you can't use it again until you finish a long rest.
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