Base Class: Paladin
(Artwork by Instagram user art_of_supershinobi and Reddit user u/sai_drawing)
Tenets of the Oath of Pestilence
- Preservation: Entropy is the natural order of the universe
- Legacy: One’s life is measured by those we've changed
- Survival: In time, the strong will filter out the weak
- Patience: Death is patient, unlike life
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Pestilent Armament. As an action, you infuse your weapon with noxious energy. One melee weapon of your choice becomes infused with your poisonous magic for 1 minute. Your hits deal an additional damage die of poison damage
Persistent Pestilence. As an action, you expel a wave of noxious energy in a 30ft radius centred on you, making those caught with it vulnerable to your power. All enemies within 30ft of you that have resistance to poison damage lose this resistance. Enemies with immunity to the poisoned condition are no longer immune to being poisoned if you are the one attempting to poison them
Oath of Pestilence Spells
Oath of Pestilence Spells
| PALADIN LEVEL | SPELLS |
|---|---|
| 3rd | ray of sickness, bane |
| 5th | warding bond, blindness/deafness |
| 9th | spirit shroud, bestow curse |
| 13th | sickening radiance, blight |
| 17th | cloudkill, contagion |
Aura of Immunity
Starting at 7th level, You emanate an aura in a 10 ft radius that shelters you and your allies from foreign poisons
You and allies within 10ft of you are immune to poison damage and cannot be poisoned in addition to the already existing immunity to your poison.
At 18th level, the range of this aura is increased to 30ft
Air of Insanity
Insects cannot comprehend the plateau from which you view the world. They could never understand what it is that you do, and those of sub-average intelligence are afraid of what they do not understand.
At 7th level, you gain proficiency in Intimidation. If you already have proficiency, you gain expertise
You additionally gain advantage on saves against being frightened.
Perfected Recipe
Enemies such as constructs that are immune to poison damage now take acid damage from your spells and attacks that would deal poison damage
Cleansing Gas
At 15th level, your body treats noxious fumes as if it were a breath of fresh oxygen. When you cast a spell that deals poison damage, you gain half of the damage dealt as temporary hit points (these do not stack, but can be replaced each time)
Once per short rest, you can use your lay on hands feature at a distance. Any creature within your Aura of Immunity can be healed as if they were within touch range.
Noxious Gas Bomb
At 20th level, you can spend an action to unleash your most potent noxious gas yet, and let your enemies take a deep breath. As an action, you gain the following effects for 1 minute:
- A 30ft area centred on you, that moves with you, becomes shrouded in noxious fumes. This area is considered heavily obscured to everyone except your allies. Allies within this area are considered fully covered, and have advantage on DEX saving throws to avoid spells originating from outside the area
- Any hostile creature that enters the area, or begins their turn inside of it, must make 2 CON saving throws. If they fail the first saving throw, they take 4d6 poison damage and their speed is reduced to zero. On a success they take no damage and their speed is halved. If they fail the second saving throw, they take on the poisoned condition until they leave the space.
Comments