Paladin: Oath of Corruption

by MisterTikva

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Oath of Corruption

When paladins are exposed to unfathomable eldritch knowledge or a creature from beyond reality and accept it into themselves, they swear The Oath of Corruption, dedicating their lives to be a servant of this knowledge. Sometimes called knight heretics, they scour the land in search of new followers and information about their master.

Tenets of Corruption

Tenets of Corruption may differ from one eldritch entity to another, but all of them revolve around corrupting others' minds and making sure that the forbidden knowledge lives on.

Spread the Knowledge. The best way to ensure that the Knowledge will not be lost is to spread it to other minds, so that my death will not be the end.

Preserve the Knowledge. The security of the Knowledge is above all. I shall not endanger my life if contingencies have not been established.

Advance the Knowledge. The Knowledge must be furthered and comprehended in order to achieve ascension.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Corruption Spells
Paladin Level Spells
3rd Dissonant Whispers, Hex
5th Detect Thoughts, Spider Climb
9th Fear, Gaseous Form
13th Hallucinatory Terrain, Shadow of Moil
17th Dream, Modify Memory

Channel Divinity

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

Melt Flesh. As a bonus action you touch a creature within 5 feet of you attempting to disfigure it. The creature must succeed a Constitution saving throw or have its appendages agonizingly transformed into blobs of flesh for 1 minute.

While under the effect of this feature creature is prone and cannot get up. Movement costs 2 additional feet per foot traveled instead of 1. The cerature can repeat the saving throw at the end of each of its turns, removing the effect on a success.

If the creature is immune to the prone condition, it has disadvantage on attack rolls instead.

Steal His Look. As an action you can touch a corpse of a humanoid creature and transform your body to match the physical appearance of that creature, not changing your statistics except size, which changes to match the creature.

The effect persists until you take a long rest or dismiss it with an action.

The body of the creature turns into a withered husk that is considered to have been dead for 10 years.

Credits: Concept art for Anduin as a Death Knight - Blizzard

Aura of Madness

Starting at 7th level, otherworldly sounds and images begin to appear around you. Hostile creatures within 10 feet of you take psychic damage equal to your charisma modifier at the beginning of their turn, but not if they are behind total cover.

At the start of its turn a creature can decide to divert its attention to resisting the influence, not taking the damage. The creature has disadvantage on attack rolls and ability checks until the end of that turn.

At 18th level, the range of this aura increases to 30 feet.

Any Pile of Organs Will Do

Starting at 15th level your form becomes fluid and elusive. When you are reduced to 0 hit points you can choose to rebuild yourself and all your equipment from a corpse of a Small or larger creature within 120 feet.

You appear at the location of the corpse with 1 hit point and can immediately spend hit dice up to half your level, regaining hit points as if during a short rest.

Your original body disintegrates into a pile of flesh and the target body is destroyed if it size was Medium or smaller.

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

Formkiller

At 20th level you can assume the form of an eldritch abomination, taking on an appearance you choose. For example, your body might begin twisting and distorting along with the space around it, you might grow tentacles, or your skin might take the appearance of a starry void.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your Aura of Madness damage is doubled

Additionally, as a bonus action you can try to rebuild yourself and all your equipment from a body of a living creature with a CR of at least 1 within 30 feet of you. If the creature has less than 30 hit points it must succeed on a Charisma saving throw or be immediately killed.

You appear at the location of the creature and can immediately spend up to 5 hit dice, regaining hit points as if during a short rest. Your original body disintegrates into a pile of flesh and the target body is destroyed if its size was Medium or smaller. Once you successfully use this ability, you regain the use of your Any Pile of Organs Will Do feature.

 

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