Base Class: Paladin
Some are sworn to uphold law and order, while others are sworn to see it fall. Oath of Entropy paladins delight in chaos and decay, seeing it as their duty to erode order. As a result, the faction is generally very disorganised, closer to a chaotic rabble. They are not necessarily evil, however. Some see their role as necessary to keep the balance of life and death, while others take far too much pleasure in destruction.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Creeping Frost. As an action, you sap the heat from the air around you, creating an aura of cold that extends in a 15ft radius. All creatures in this radius are slowed to half speed. Any enemy who makes an attack roll while within this radius must also roll a constitution save, or take 1d4 cold damage.
Repulsing Shadow. As an action, you encase yourself in dark tendrils. When an enemy makes an attack against you, the tendrils lash out, causing 1d6 necrotic damage to the attacker. The tendrils will also lash out against anyone carrying a light source within 5ft of you. You gain advantage on stealth rolls.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Entropy Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
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|
9th |
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|
13th |
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|
17th |
Chaotic Deterioration
You may choose to channel the chaotic force of entropy towards a target when making an attack. If the attack is successful, roll 1d6 and apply the matching effect from the list.
1. You become disorientated; roll with disadvantage on all checks until the end of your next turn,
2. The target becomes stunned until the end of your next turn,
3. The target takes an extra 2d6 necrotic damage,
4. The target heals 1d8 points,
5. The target is blinded until the end of your next turn,
6. The target takes an extra 2d8 necrotic damage, and you heal the same number of points.
Weakness to Strength
Starting at 15th level, your chaotic nature allows you to reach into the mind of another creature, magically altering its strengths and weaknesses. Using this spell does not reveal the full list of resistances, immunities, or weaknesses. The creature must make a Wisdom saving throw at disadvantage. If it succeeds, the spell fails.
Twisted Cold
At 20th level, your connection to chaos reaches a new peak. Once per long rest, as an action, you can transform for 1 hour to gain the following benefits:
You become an incorporeal creature of shadow and cold energy. Any creature who makes a melee attack against you takes 1d6 cold damage if successful. You may walk through walls or any other objects with no penalties. Ranged attacks against you are made with disadvantage, and you gain resistance to cold damage.
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