Paladin: Oath of the Old Gods
Paladins are people of great belief and faith who swear their loyalty to a God or idea forged by sentient races. A small few see past these ideals and form an Oath, not to something made by mortals but to a far more ancient entity. These paladins act as extensions to their entity, doing as they have always done and ensuring that events and people go and act according to their cosmic will.
Tenets
The Tenets a Paladin must take to follow an Old God vary from one to another but generally share these tenets.
Obey: Know your place as a follower of a higher power, when it commands, you obey.
The Cosmic Scale: Many people and events are inconsequential, only devote your attention to those that have a greater purpose.
No Fear: Fear stems from uncertainty, your path is already set before you, there is no uncertainty.
Oath Spells
You gain oath spells at the paladin levels listed.
Old Gods Spells
Paladin Level | Spells |
---|---|
3rd | Arms of Hadar, Dissonant Whispers |
5th | Enthrall, Phantasmal Force |
9th | Hunger of Hadar, Intellect Fortress |
13th | Compulsion, Evard's Black Tentacles |
17th | Dominate Person, Geas |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
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Beguiling Will: As an action you can cause a humanoid you can see within 60ft to make an wisdom saving throw. On a failure they become charmed by you for one hour and gain temporary hit points equal to your paladin level. While charmed in this way you can use your bonus action to give the creature an order which it will obey without question but will not do any obviously harmful effect to itself. This effect ends early if you are incapacited, die or the target loses all it's temporary hit points.
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Cognitive Link: As an action you can target a number of allied creatures within 30 ft of you equal to 1 + your charisma modifier (minimum of 1). For the next hour all creatures targeted can communicate telepathically with you and each other up to 1 mile away.
Aura of the Void
Starting at 7th level, your God's otherworldly thoughts permeate the space around you that weighs heavily and takes a toll on those nearby.
As a free action you can choose to let your God's alien mutterings emit a dense aura around you or silence it so long as you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
Creatures in your aura must spend 2 feet of movement for every 1 foot they move and for every 5 feet they travel they take psychic damage equal to your charisma modifier (minimum of 1).
You can choose any number of creatures of your choice to be immune to this feature.
At 18th level, the range of this aura increases to 30 feet.
Cerebral Distortion
Starting at 15th level, you can disrupt the thoughts of those meaning you harm. When a creature you can see within 60ft causes you to make a saving throw you can use your reaction to force them to make an intelligence saving throw. You must use this before you make the save. On a failure you succeed on the save automatically and any other creatures that were forced to make the save do so with advantage.
You can use this feature a number of times equal to your charisma modifier (minimum of 1) and regain all uses at the end of a long rest.
Eldritch Avatar
Starting at 20th level as an action you can channel the power of an elder eldritch entity. For 1 hour you gain the following benefits.
- You gain truesight and telepathy to a range of 120ft.
- You are aware of the locations of all creatures with an intelligence score of 3 or higher within 120ft unless they are hidden from divination.
- You gain a fly speed of 60ft and can hover.