Paladin Variants: Options for Non-Good Patron Deities

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    PALADIN VARIANTS

    Options for Non-Good Patron Deities

    Introduction: These paladins worship their patrons within the

    ambiguities of their spheres of influence & dogma and are typically

    good or neutral in alignment. These are not Anti-Paladins. With the

    absence of racial and alignment restrictions in 5thed. I wanted to

    detail what would represent paladins who worship outside of the

    standard LG Paladin of Torm options you normally see. This is a

    first draft and I welcome any and all feedback. I tried to maintain

    balance, promote uniqueness, and minimize overlap wherever possible.

    A collection of paladin archetype options for

    characters of 3rdlevel and above

    by Matthew J. Dillingham

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    Paladin of Auril (TheGoddess of Winter, NE)Paladins of Auril are typically N, LN, or NG.

    Their hair typically turns snow white and theywear it straight and long, their eyes can alsoturn an icy blue. Their exhaled breaths alwayscondense as if the air was cold, and their skinis always cold to the touch. They can have awhite tattoo of a six pointed snowflake on theirforehead, over one eye, or on one hand. Theymay also wear a silver snowflake symbolnecklace or have it embossed on a shield.Paladins of Auril are typically stern andemotionless, but when their rage is provokedit is unmatched. Much like the cold uncaring

    winter that at times can be brutal.

    Oath of Winter

    Divine Smite & Improved Divine Smiteextradamage done with this ability is COLDdamage instead of radiant. Paladins of thisoath never slip on icy surfaces and do nottreat icy or snowy terrain as difficult. The Oathof Winter is not only devotion to the colduncaring forces of nature and the death ofliving things but also how that death is part ofthe cycle of renewal. It is devotion to the

    protection of that cycle. It is also devotion tothe ability to appreciate the beauty of nature ineven the most desolate and lifeless places.

    Tenets of WinterCold of heart.Like the cold uncaring winter

    nights, you are not swayed by sadness, joy, love,fear, anger, jealousy or any other emotion thatmay crack your stoic icy visage.

    Implacable.On the rare occasion you arespurned into rage you are like the unstoppableavalanche or the furious ice storm, you cannot bematched, slowed or swayed from your destroying

    your enemy.Protect the Cycle.Just as winter is associated

    with death, it is also the doorway to spring, and thepreserver of life for the next cycle of nature.

    Foster Beauty.Beauty can be anywhere andwithin anything, from the lightly snow dustedbranches of a tree, to the delicate frosty lace on a

    window, and the sparkling crystals floating in thecrisp clear air.

    Oath of Winter Spells

    3rd Armor of Agathys, Fog Cloud

    5th Misty Step, Spike Growth

    9th Revivify, Sleet Storm

    13th Ice Storm, Stone Skin

    17th Cone of Cold, Wall of Ice

    Channel DivinityWhen you take this oath at 3rd level, you gain thefollowing two Channel Divinity options.

    Fury of the Winter Storm.You can use youraction to enter into an implacable frenzy for 2rounds +Con bonus in duration. During this time,you get one attack as a bonus action. You alsohave advantage to save vs. any spell meant toslow you or stop you. After the frenzy you gain 1level of exhaustion.

    Winters Grasp.You can freeze one humanoidopponent in place within 60ft as an action. Theyare frozen in place for 1 minute. After the firstround, the target can make a Str save vs. thepaladins Spell Save DC, to break free. You canaffect an additional humanoid at 13th and 17thlevel.

    Aura of RimeBeginning at 7th level, the cold you emanate hasbecome so intense and numbing that thoseenemies attempting to strike you and friendly

    creatures within 10ft make initiative checks at adisadvantage. Also, you and friendly creatureswithin 10ft have resistance to damage from fireand spells that do fire damage. At 18th level, therange of this aura increases to 30ft.

    Veins of IceStarting at 15th level, you are always under theeffects of a Protection from Energy (Cold) spell.

    Frozen TombAt 20th level, you can cast the 9th level Wizardspell Imprisonment. The prison always takes the

    form of an irregularly shaped block of ice largeenough to contain the creature targeted. Just asthe spell states, you can only imprison onecreature at a time. Once you use this feature, youcant use it again until you finish a long rest. Note:Paladins of Auril have been known to use thisability on themselves with specific releaseinstructions in order to prolong their lives.

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    Paladin of Bane (TheGod of Tyranny, LE)

    Paladins of Bane are typically LN, though LGand LE are also options. Paladins of Bane areloyal, trustworthy, unshakable, stern, rigid,uncompromising, and humorless. Paladins ofBane also follow and enforce the letter of thelaw; they have no imagination or interestregarding interpretation or loopholesregarding rules and laws. They will nottolerate cruelty or generosity without purpose.In the absence of a ruling authority or set oflaws, the paladin will by default uphold order,cooperation, honesty, and individualcommitments. A paladin of Bane will treat hisword as his unbreakable bond and will expectothers to do likewise. Paladins of Bane aresomber, not flashy, and unsubtle, with noparticular type of garb or appearance. Apaladin of Bane is just as likely to remove thehand of beggar who steals a loaf of bread ashe is to overthrow the erratic tyrant whoconsiders himself above his own laws orslaughter a band of raiders who pillageisolated villages.

    Oath of Order

    The Oath of Order is dedication to order andcontrol. Chaos and lawlessness are disdainedand brought to bear at all costs. Those whofollow this oath have a severe obsessivecompulsive streak, are single minded, and arehumorless to a fault. They tend to lose sight ofthe needs of individuals in society for the goodof society as a whole.

    Tenets of OrderHonesty.Be straight and true. Deception

    breeds chaos. Your word is your bond.Order Through Strength.The lawless lands

    and people must be brought to order thoughstrength of arm and will.

    Intolerance of Chaos.Cruelty and lawlessnessmust not go unanswered. No individual is abovethe law of the land.

    Discipline.Remain clear of mind and clear ofaction and you will quell your inner chaos as wellas the chaos around you.

    Oath of Order Spells

    3rd Alarm, Command

    5th Arcane Lock, Suggestion9th Counterspell, Magic Circle

    13thCompulsion, Mordenkainens Faithful

    Hound

    17thCompulsion, Mordenkainens Faithful

    Hound

    Channel DivinityWhen you take this oath at 3rd level, you gain thefollowing two Channel Divinity options.

    Hand of Authority.As an action you cansummon a protective intervening force for 1 minute.During this period you are not allowed to make any

    attack actions, but you can move and performsimple actions that do not require more than onehand to complete. The hand moves with you,remaining approximately 5ft away. The hand sizeis sufficient to hold a large sized creature at bay. AStr check of DC 25 is required to bypass the hand.The hand provides you with cover and a +5 ACfor all ranged attacks. You can command the handto surge forward one time in a straight line for 30ft.Creatures within the line are forced back and canonly resist with a Str check of DC 25. This pushhas a passive Str of 20 for moving objects andbreaking barriers in its path. Using this push action

    dispels the hand.Combat Sense.As an action you can enter afocused trance for 1 minute, where combat seemsto slow down. Because of your dedication to orderand discipline the more chaotic the combat is, themore focused and able to use numbers to theiradvantage you become. If you are facing morethan one opponent they are unable to useAdvantage when making attacks. Any opponentnumbering more than two attacking you does sowith disadvantage. Also, none of your movementscan provoke attacks of opportunity. If any of youropponents rolls a 1 to hit, they automatically hitone of their fellow attackers.

    Rigid MindAt 7th level your mental discipline and thoughtprocesses have become so structured and orderlythat you are immune to the influence of charm,fear, possession, etc. types of spells and effects.

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    Icon of AuthorityAt 15th level you have become the physicalmanifestation of lawfulness and order. Whenaddressing government officials, figures ofauthority, and law abiding residents, your ordersand statements are accepted and obeyed without

    question. As long as these orders and statementsare not contradictory to those hearing them, nocheck is required. However, if there is a reason forthem to doubt or question, then they are allowed aWis save versus your spell save DC. If successful,they are immune to this ability until you complete along rest.

    Weave TyrantAt 20th level your mere presence forces the weave,the very fabric of magic, to become rigid andunmalleable. Your touch will Dispel Magic as ifcast with a 5th level spell slot. 5th level or lowerspells that can be dispelled are done soautomatically. You have the same Dispel effect on6th level or higher spells if you make a spell attackmodifier check of DC 10+ spell level. Spells castwhich affect you are snuffed out unless the castercan make a spell attack modifier check of DC 20.

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    Paladin of Beshaba (TheGoddess of Misfortune,

    CE)Paladins of Beshaba can be of any alignmentbecause good luck or bad luck recognizes nodistinction between worldviews orphilosophies. Generally only paladins ofBeshaba follow the Oath of Sorrow.

    Oath of Sorrow

    Those who follow the Oath of Sorrowunderstand the deep pain that comes withtragedies. They tend to either be a sombercalming presence, or energetic, living life tothe fullest, with an unquenchable positiveattitude. They tend to understand that the badthings that happen to people are just part oflife and beyond our control. They leave it inthe hands of the Lady as they are known tosay. They never consider themselvespessimistic or defeatist, but they feel they are

    realistic in the expectations of lifes highs andlows.

    Tenets of SorrowComfort for the stricken.Be a calming and

    restoring presence; providing healing and

    restoration to those enduring trials and pain.Walk the path of hardship.There are no

    accidents, there is no bad luck, and mistakes arenot done willingly. These are all due to gaining theattention of the Lady of Misfortune and should beaccepted as blessings.

    Judgement, Jury, & Executioner.You are anarbiter of Beshabas will, and she sanctions you toprovide aid and deal misfortune where you see fit.

    A place for the lady.People must leave room intheir daily lives for deference to Beshaba. Theymust treat her and her emissaries with respect andsolicit her good will.

    Oath of Sorrow Spells

    3rd Bane, Hex

    5th Augury, Blindness/Deafness

    9th Bestow Curse, Fear

    13th Blight, Divination

    17th Eyebite, Insect Plague

    Channel DivinityWhen you take this oath at 3rd level, you gain thefollowing two Channel Divinity options.

    Relive Trauma.As an action, if you establisheye contact with any one enemy creature aboveanimal intelligence within 60ft you can inflict theConfusion spell on them as you revive vividmemories of their most traumatic experience (realor imagined). Wis saving throw still apply, butconcentration is not required, though line of sightmust be maintained.

    Stags Charge.You can use your action to Dashtowards your opponent. You must be able to covera minimum of 15ft, though you can go as far asyour total Dash distance. At the same time youmomentarily manifest spectral stags antlers. If youend your movement next to your target and makea successful attack roll as a bonus action that cant

    be dodged, you gore your opponent. The opponentmust make a Con saving throw or be Stunned untilthe end of your next turn; additionally their nextattack if directed towards you is at disadvantage.Damage is 2d10+Str bonus (3d10 at 9th level, and4d10 at 15th level).

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    Aura of the Ladys FavorAt 7th level you and friendly creatures within 10ftof you can reroll one roll of 1 on an attack roll,ability check, or saving throw. This can only bedone once in total each round. At 18th level therange expands to 30ft.

    Wave of LamentAt 15th level your Relive Trauma Channel Divinitypower becomes more powerful. It now affects allenemy creatures above animal intelligence within60feet. Each creature affected for 1 turn or moretakes 2d10 psychic damage when they pass theirWis saves. If they are affected for the entireduration without passing their Wis save then theytake 4d10 psychic damage at the end.

    Avatar of CatastropheAt 20th level you can become infused with the

    dreadful misery that is the Lady of Misfortuneenraged. Once you use this feature you cant use itagain until you compete along rest. Using youraction you undergo a transformation, and gain thefollowing benefits for 1 minute . . .

    Your appearance changes in the following wayYou and equipment become Large sized(roughly 9-10ft in height), large black antlerssprout from your forehead, green baleful firesemanate from your eyes, and your lower bodybecomes satyr-like. You add 10 to yourmovement speed, and your jump distance istripled.

    You gain +2 Str bonus (max. 20), you gainresistance to non-magicalbludgeoning/slashing/piercing damage, youregenerate 10 HP at the start of each turn.

    You emanate an aura of dread and fear andenemy creatures within 30ft of you must make aWis check or be afraid for the duration oftransformation. Attack rolls against thesecreatures for friendly creatures in this area are atAdvantage.

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    Paladin of Hoar (God ofVengeance, LN)Paladins of Hoar can be of any alignmentthough CG is more common than LG. Thishighlights the difference between those whoworship Tyr and those who worship Hoar.Hoar is less concerned with the concept of

    justice than with responding to a wrong thathas been done. Those acting in Hoars namecan be vicious, uncompromising, and withlittle concern for social responsibility.

    Oath of Reckoning

    Those who follow the Oath of Reckoning areless concerned about the letter of the law thanthe effect that these laws have on people.Followers firmly adhere to the tenet of an eyefor an eye though minor infractions are hardlyworth notice or ones work would never becompleted. They are also drawn to those whoinflict misery like a moth to the flame and willabandon minor prey for more evil prey closerin reach.

    Tenets of ReckoningThe ends justify the means.No personally held

    ideals come above the need to settle accountswith the wrong doer.

    The enemy of my enemy.I will cooperate withthose I would not normally ally with if it meansgetting closer to my prey.

    An eye for an eye.Not all transgressions call fordeath, once appropriate retribution is achieved, nomore action is required.

    No quarter given or asked.I will neither offermercy to my prey nor accept mercy from them inreturn.

    Oath of Reckoning Spells3rd Hunters Mark, Longstrider

    5th Detect Thoughts, Ray of Enfeeblement

    9th Gaseous Form, Haste

    13thGreater Invisibility, Phantasmal

    Killer

    17th Scrying, True Seeing

    Channel DivinityWhen you take this oath at 3rd level, you gain thefollowing two Channel Divinity options.

    Mark of Judgement.If you damage an

    opponent with your weapon and that opponentmoves more than 30ft away from you this abilityactivates as a reaction. The opponent immediatelytakes double the damage of your last attack and isknocked prone. They can only end their pronecondition if they make a successful Str saveversus your spell attack modifier.

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    Penance.As an action, if you establish eyecontact with any one enemy creature above animalintelligence within 60ft you can inflict the pain uponthem that they have inflicted on others. The targetautomatically takes 1d8 + your level in psychicdamage. The target must also make a Wis saveversus your spell attack modifier or be Stunneduntil the end of its next turn.

    Release the HoundsAt 7th level you are able to spiritually summon abeast companion to aid you in your hunts. This istypically an animal that is known for its preytracking prowess (e.g. eagle/hawk, dog/wolf). Thisfunctions the same as the Ranger ArchetypeBeastmasters Rangers Companion ability inevery way except where noted here. Yourcompanion provides you with the Survival skillproficiency if you dont already have it. If youalready have Survival, then you never have to

    check the skill with Disadvantage. You can useyour extra attack action to command it to Attack,Dash, Disengage, Dodge, or Help. If it iscommanded to Dodge or Help, it will continuedoing so without you spending any further actionsto command it otherwise. Starting at 11th level youcan use the spell Beastsense on the animalcompanion x1 time until completing a long rest.Also, any healing spells targeting yourself alsoheal your companion for half what you werehealed.

    Conjure Elemental (Invisible Stalker)

    At 15th level you can use your action to summonan Invisible Stalker. The Stalker is friendly to youand your allies, obeys your commands, does notneed concentration to maintain, and lasts for aduration of 24 hours. You always know whichdirection the Stalker is in and how far away it is.Once during the 24 hour period you can see andhear what the Stalker sees and hears for 1 minute.You must complete a long rest before using thisability again. Only one Stalker can be active at atime.

    Rise of the Revenant

    At 20th level you have become such a force ofvengeful pursuit that not even death can sway youfrom your task. You are imbued with the energy ofthe undead. You no longer need to breath, sleep,eat, drink, or rest. You are immune to poison,paralysis, fear, exhaustion, and charming. Thoughyou no longer need to sleep or rest, you must doso to regain spells and heal, though you can

    complete a long rest in half the time required. Youalso gain undead resilience; you are immune toinstant death, and automatically pass Con checksto avoid death. If an attack reduces you below 0HP, you can make a Roll + proficiency bonus +Con bonus check with a DC = to the damage done.If successful then you remain at 1 HP.

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    Paladin of Leira (TheGoddess of Illusion, CN)Paladins of Leira tend to be NG, CG, N, or CN.They are rarely Lawful and have very little usefor laws or rigid thinking. They are an unusualmix of Zen Philosopher, Con Artist, and Spy.Most of the time their motivations are

    impossible to discern and they make littledistinction between truth and lies. They viewevil and pain as a disruption to everyonesefforts to experience life. They have also beenknown to dabble with hallucinatory inducingsubstances.

    Oath of Obfuscation

    Paladins who follow the Oath of Obfuscationgain the Minor Illusion cantrip. They believethat reality is subjective and life itself is onlyan illusion that we have all chosen to believe.

    They have no definable appearance andmannerism and in fact change these on sucha regular basis that they have been known toforget who and what their true self orappearance is anymore.

    Tenets of ObfuscationTruth is subjective.Strength of belief can

    accept any lie and deny any truth.

    Life is a dream.Enjoy life, because all pleasureand pain are fleeting and not worth dwelling on.

    The pointless moral dichotomy.Good and Evilare merely two sides of the same coin. The conflict

    between the two is an interesting distraction butnothing more.

    The Veil.Acceptance of the veil does not meanignorance of its existence. Sometimes the veilmust be pulled away and reality revealed. But is itreality or just another veil . . .

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    Oath of Obfuscation Spells

    3rd Disguise Self, Silent Image

    5th Mirror Image, Phantasmal Force

    9th Major Image, Phantom Steed

    13thGuardian of Faith, Hallucinatory

    Terrain

    17th Mislead, Seeming

    Channel DivinityWhen you take this oath at 3rd level, you gain thefollowing two Channel Divinity options.

    Enchanted Weapon.As a bonus action yourweapon becomes wreathed in illusory magicalenergy for 1 minute. The type of energy (e.g. cold,necrotic, etc.) depends on your choice, theopponents fear, or Vulnerability. The weapon alsoemits bright light in a 20ft radius and dim light 20ftbeyond that. If the weapon is not already magical,it becomes magical for the duration. All attacks

    with the weapon inflict an additional 2d10 psychicdamage and successful attacks cause youropponent to be feared until the end of their nextturn. Each round the target can attempt todisbelieve vs. your spell save DC. If successfulthen the weapon does no extra damage and doesnot cause fear. If this happens or your opponent isslain, you can change targets as many times asnecessary during the duration of the ability.

    Displacement.As a bonus action you canactivate this ability and it lasts for 1 minute. If youropponent strikes you successfully they can attemptto disbelieve the illusion vs. your spell save DC.

    While this ability is active an illusion causes you toappear a short distance (up to 3ft) away fromwhere you actually are, and all attacks against youare at Disadvantage.

    Aura of ConjectureAt 7th level you, and friendly creatures within 10feet of you, can double their proficiency bonuswhen attempting to disbelieve (save vs.) anillusion; or when attempting to make a deception orpersuasion check if you are aware of what they areattempting. If they dont normally apply theirproficiency bonus, they can now at the standard

    value. At 18th level the range is 30 feet.

    Pierce the VeilAt 15th level you are able to use your action towalk the line between reality and illusion. You canstraddle the border between the material andethereal planes. You remain in the Border Etherealfor up to 1 hour or until you use your action to

    dismiss the spell. During this time you can move inany direction. If you move up or down, every footof movement costs an extra foot. You can see andhear the plane you originated from, but everythingthere looks gray, and you cant see anything mo rethan 60 feet away. While on the Ethereal Plane,you can only affect and be affected by othercreatures on that plane. Creatures that arent onthe Ethereal Plane cant perceive or interact withyou unless a spell or ability allows them to do so.You can allow one friendly creature on the planeyou came from to see and hear you as a ghostlyimage and faint whisper. You ignore all that is onthe plane you came from and can move through it.You materialize at your current location when thisability ends. At 18th level you can affect up to 3other willing creatures within 10 feet of you.

    Primordial CounterfeitAt 20th level you can create ONE il lusory duplicate

    of a beast or humanoid. Your ability to blend realityand illusion has advanced to the point where youcan create a facsimile of actual life. You mustspend 1 hour shaping some material (e.g. earth,snow, dough, etc.) into a rough shape similar tothe creature to be copied. The creature copiedmust also supply 5 drops of its own blood. Anexact duplicate of the creature is created with the hit point maximum as the original that lastsuntil it is killed or dispelled magically. If it isdestroyed it reverts to its original materials. Thecopy is friendly to you and those you designateand obeys the commands of you and its original if

    it is a copy of someone else. The copy does notgain levels or relearn spells but can use abilities(e.g. Oath Spells). Damage to the copy can onlybe healed via your Lay on Hands ability. If thecreature copied is above animal intelligence and isslain while the Primordial Counterfeit is still alivethe creature copied can attempt a Chr check ofDC=15 to transfer its soul into the copy andreincarnate, taking over the copys form andrestoring full HPs and abilities.

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    Paladin of Myrkul (TheGod of Death, NE)Paladins of Myrkul are minimally concernedwith the affairs and well-being of the living.They see themselves more as protectors ofthe dead and their resting places which

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    coincidentally are adjacent to the homes ofthe living. They also see themselves asdestroyers of undead. They view undead asdefilers of Myrkuls will. Though while theymay create and command mindless undeadunder necessity, they are tireless in their

    vanquishing of intelligent undead.

    Oath of The Grave

    Divine Smite & Improved Divine Smiteextradamage done with this ability is NECROTICdamage instead of radiant. Paladins of theOath of the Grave tend to have a grave-likeappearance. Their skin is bloodless, eyessunken, they blink rarely, they dont seem tobreathe, they are cool to the touch, it isunlikely to see them eat/drink/sleep. They do

    sleep, but tend to do so with their eyes open.While these traits are mostly superficial, theycan go twice as long as normal withouteating/drinking, and can hold their breathtwice as long as a normal person.

    Tenets of The GraveDeath is a gift.Death can be somber but

    should be celebrated and accepted as a gift from

    Mrykul. Death is a part of life and merely a

    transition of state in ones existence.

    Honor the dead.The dead should be honored

    respected and protected. Burial ceremonies shouldbe performed with all consideration and burial sites

    should remain undisturbed except in the direst of

    circumstances.

    Do not suffer the unliving.The undead should

    be destroyed at every opportunity. Mindless

    undead may be created or tolerated for a short

    time but independent undead should be hunted

    down and put to rest.

    Death is the Great Equalizer.Social station,

    material wealth, the trappings of life, all mean

    nothing in the face of death.Death strips them

    away and makes possession less corpses of us allwith none more important than the next.

    Oath of The Grave Spells

    3rd Faerie Fire, False Life

    5th Gentle Repose, Warding Bond

    9th Feign Death, Revivify

    13th Death Ward, Legend Lore

    17th Circle of Death, Raise Dead

    Channel DivinityWhen you take this oath at 3rd level, you gain thefollowing two Channel Divinity options.

    Hold Undead.As an action you present yourholy symbol and call upon the power of Myrkul,using your Channel Divinity. Each undead that cansee or hear you within 30ft of you must make aWis saving throw. If the creature fails its savingthrow the energy that animates it is interrupted andit crumples to the ground incapacitated for 1minute or until it takes damage.

    Reapers Reach.As an action, using yourChannel Divinity, you imbue your weapon with theenergy of the grave turning it black for 1 minute.During this time, you add your Wisdom bonus toattack and damage rolls, your weapon counts as

    magical if it wasnt and circumvents anyResistance the target possesses. With asuccessful strike you can end the enchantmentand transfer the energy to your target, if the targetfails a Con save their Str and movement arehalved and they no longer receive Str or Dexbonuses to attack and damage for the remainderof the 1 minute duration.

    Death Becomes YouAt 7th level you become so attuned to necroticenergy that you may choose to destroy undeadwhen using your Hold Undead Channel Divinityability in the same way which Clerics are able todo so. You also have Resistance to Necroticdamage.

    Death KnightAt 15th level you are immune to the effects of oldage. You age at 1/10the the rate you normallywould. You are also immune to the effects ofmagical ageing. You no longer need to breath tosurvive, and your eyes glow with supernaturalenergy.

    Army of the DeadAt 20th level you can speak with the very voice of

    Myrkul and call upon a legion of the dead to fightfor you. For the duration of 1 minute a 30ft radiuswhich moves with you erupts with the grasping andclawing arms of the ancient dead. Any enemycreature which starts its turn in the area or entersthe area takes 3d10 damage each round, Dexsave for half damage. If they fail their Dex save ortake 10 or more damage they are also Grappled

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    for that round. Any undead creatures within theradius must also make a Wis save or use theiraction to attack a target of your choice.

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    Paladin of Shar(Goddess of Darkness &Loss, NE)Paladins of Shar are dark and mysterious,many seem to harbor a deep hidden pain fromtheir past. They are stalwart protectors of thenight and hold no fear of the creatures thathide there. They bump back at those who gobump in the night.

    Oath of NightPaladins who follow the Oath of the Nightautomatically have Darkvision out to 60feet. Ifthey already have Darkvision (e.g. racialbonus) then they can add 30 feet to theirstandard distance. They can also see throughany magical darkness of their own creation.

    Tenets of NightComfort in shadow.Darkness is a soothing

    protective blanket that hides and guards those who

    welcome it.

    Harry the night stalkers.Those that lurk in the

    darkness and cause others to fear should fear you.

    Guard the night.It is your duty to protect those

    who have fallen prey to the creatures of darkness.

    Path of shadows.The shadows hide your

    actions and give you the freedom to perform your

    duties without hinderence.

    Oath of Night Spells

    3rd Arms of Hadar, Dissonant Whispers

    5th Darkness, See Invisibility

    9th

    Hunger of Hadar, Vampiric Touch13th Banishment, Evards Black Tentacles

    17th Arcane Gate, Creation

    Channel DivinityWhen you take this oath at 3rd level, you gain thefollowing two Channel Divinity options.

    Shadow Step.At the moment of your attack youinstantly travel through the shadows and strikeyour opponent from behind. You attack withAdvantage and you deal an extra +1d6 damage foreach level divided by two and rounded up. Thetargets next attack directed at you is done withDisadvantage.

    Shadow Darts.You gather darkness into yourhand and throw it like a weapon. You throw threedarts and each dart does 1d4+1 psychic damage,and strike as if they were magical weapons. At 9thlevel you get 6 darts, and at 15th level you get 9darts. The target is the center of a 5 foot globe ofdarkness for 1 round for each dart that strikes.

    Aura of ShadowAt 7th level you are able to manipulate darknessaround you to a radius of 10 feet. In low lightconditions you and all friendly creatures are able tobenefit from 50% cover from ranged attacks.

    Friendly creatures are also able to benefit fromDarkvision if they do not already have it. You areable to become invisible as an action. Also as anaction you can dispel other magical darknesswithin the area. The radius extends to 30ft at 18thlevel.

    Form of ShadowAt 15th level you can temporarily transformyourself and any equipment you carry into a semi-insubstantial shadow-like form for 1 minute. Duringthis duration you have Resistance to bludgeoning,slashing, & piercing damage. In low light

    conditions you can perform the Hide action as abonus action. Also during this duration objects ofsimilar size or smaller than you do not hinder yourmovement, you can ignore difficult terrain, you donot take falling damage, and you can pass throughopenings as small as 1 inch. Your attacks drain1d4 Str from your opponent, and they must make aCon save to lose half the amount rolled. If theyreach zero Str, they immediately have 0 HP andfall unconscious, and begin making Con saves forrecovery. If they recover they automatically regain1 point of Str along with the 1 HP. If you aretargeted with magical light or take radiant damage

    while in this form you must make a Chr (+ability &proficiency bonuses) save with a DC 15 to remainin your shadow form.

    Born of ShadowAt 20th level your very life force becomes one withdarkness and shadow. If you are incapacitated inany way, your life force can animate your shadow

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    to protect you. Your shadowfunctions in the sameway you would with your total HP, and is activeuntil destroyed or until you are no longer unable toact. This ability activates only with a successfulChr check of DC 15. Your shadow can not castprayed for spells but can use your Oath spells andother paladin abilities. The shadow also functionsas if it also possessed your equipment, magicaland mundane. If you are ever killed, then yourshadow or the darkness around you reincarnatesas your physical form in full health 1 minute to 1hour later. Any equipment you had must beretrieved from the corpse of your original body.

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    Paladin of Talona (TheGoddess of Poison &Disease, CE)Paladins of Talona can be of any alignmentbecause poisons and diseases are a powerfulequalizer. They tend to value subtlety and arerarely the heavily armored tank on the frontlines. Many favor dressing in blacks, darkgreens, and dark purples. It is not uncommonfor Paladins of Talona to indulge in bodymodifications, tattooing, scarification, andpiercings. They see their patrons efforts as aform of population control; it is not uncommon

    for them to mysteriously arrive after a plaguebreaks out or a well is poisoned to set thingsright. They also tend to look poorly upon othermore brutal attempts to lower populations.

    Oath of Venom

    Divine Smite & Improved Divine Smiteextradamage done with this ability is POISONdamage instead of radiant. Paladins whofollow the Oath of Venom are grantedResistance to poison damage, and immunityto the Poisoned condition, as well as diseaseby their Divine Health ability at 3rd level.

    Tenets of VenomMove in silence.In all endeavors you should

    operate as quietly as an illness, as hidden as

    poison.

    Treasure the sickness.Rare deadly poisons,

    highly infectious diseases, and venomous animals

    should be revered and curated like precious gems.

    Pay homage to The Mistress.Your allies or

    those who provide offering or worship to Talona

    should be spared her final kiss.

    Hidden strength.The best mask for true

    strength is weakness and frailty. Never show your

    true strength until your opponent knows they are

    already lost.

    Oath of Venom Spells

    3rdDetect Poison and Disease, Ray of

    Sickness

    5thMelfs Acid Arrow, Ray of

    Enfeeblement

    9th Aura of Life, Stinking Cloud

    13th Aura of Purity, Giant Insect

    17th Cloud Kill, Contagion

    Channel DivinityWhen you take this oath at 3rd level, you gain thefollowing two Channel Divinity options.

    Touch of Infection.When using this ability, youno longer need to use Lay On Hands and spendHP pool to cure disease or cure poison in thoseyou touch. Alternatively you can touch and inflictpoison/disease. Those touched must make a Consave vs poison with a DC of your spell save DC. Ifthey fail, they are affected by the conditionPoisoned for 1 minute. If they fail by 5 or more

    they fall unconscious for 1 hour. If they are wokenat any time, they are Poisoned for the remainder ofthe hour.

    Spitting Cobra.Paladins who follow the Oath ofVenom are typically well versed in ranged combat.When using this ability you can for 1 minute imbuethe ammunition you shoot or weapons you throwwith your Touch of Infection ability. This ends witha successful hit, and the target must save asstated above under Touch of Infection.

    Living AntidoteAt 7th level you are immune to poison damage

    from any source, whether it be mundane (plant oranimal), magical (spells), or supernatural (greendragon breath). Also, any friendly creatures within10ft of you have advantage to saves versus poison.At 18th level this distance increases to 30 feet.

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    Breath of the SerpentAt 15th level you can use your action to emit abreath weapon similar to a Green Dragon. Thearea affected is a 20ft cone, and does 6d6 poisondamage to all within this area. Those affectcantake half damage with a successful Con save of

    DC = to 8 + Chr modifier + your proficiency bonus.Those within the area of effect have the Poisonedcondition for 1 minute. You can use this abilityagain after a short or long rest.

    Chimeras BloodAt 20th level your very essence becomes a toxicmixture of every poison, disease, or causticsubstance under your mental control. As an attackaction you can cut yourself, bite yourself, and flingthe blood, or spit up to 10ft and do 4d6 aciddamage, 2d6 acid damage the second round, and1d6 acid damage the third round; objects mustsave or be destroyed. You can also initiate flesh toflesh contact and inflict 4d12 poison damage andthe target is Poisoned for 1 minute, Con save for damage. You can also exhale onto a livingcreature within 5ft and inflict them with a disease,Con save to resist; this disease prevents thetargets ability to heal from resting, and, inflicts thePoisoned condition, and drains 1 point of Con andDex per day, this continues until the disease iscured, when one ability reaches zero death occurs.Additionally if you are hit by a melee attack youcan use your reaction to deal poison or acid (yourchoice) damage to your attacker equal to 1d6damage for each 6 points of damage they deal to

    you; save for damage or also be inflicted by thepoisoned condition till the end of their next turn.

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    Paladin of Talos (TheGod of Storms, CE)Paladins of Talos are short tempered andunpredictable. They bristle under inactivityand show disdain for attempts to control themand other people or just laws in general. They

    are useful if you are able to point them in theright direction. They care little for legacy,connections, or residential holdings as noneof these can truly stand the test of time.Paladins of Talos are nover Lawful and areonly too eager to oppose LE oppressors.

    Oath of The Tempest

    Divine Smite & Improved Divine Smiteextradamage done with this ability is ELECTRICALdamage instead of radiant. Paladins whofollow the Oath of Tempest tend to always

    appear agitated. They speak louder thannecessary, yell often, and interrupt othersregularly. They tend to swing between quietlybrooding and manic activity. Even when sittingquietly they constantly pick, scratch, tear,unravel and generally worry at any objectwithin reach. Followers of the Oath ofTempest may add their Chr bonus to the saveDC of inanimate objects when attempting tobreak, smash, or destroy them.

    Tenets of The Tempest

    Chaos.The natural state of all things is Chaos.Your destiny is yours to shape.No plan or

    purpose can stand the test of time and the natural

    force of chaos. It is your duty to shape your own

    destiny and make it happen. Prophecies are for

    the weak minded. Proclamations are for the strong

    of will.

    Nothing is eternal.Mountains crumble and

    gods die, nothing is beyond the reach of chaos

    and destruction.

    Revel in the storm.Natures power unchained

    is to be looked on with fear and awe. As you

    should be as well.

    Oath of The Tempest Spells

    3rd Thunderwave, Thunderous Smite

    5th Gust of Wind, Shatter

    9th Call Lightning, Fly

    13th Conjure Minor Elemental, Fire Shield

    17th Conjure Elemental, Destructive Wave

    Channel DivinityWhen you take this oath at 3rd level, you gain thefollowing two Channel Divinity options. Channel

    Divinity works differently for paladins who followthe Oath of the Tempest. When you activate yourability it functions for a duration of 1 minute; at thebeginning of this duration you roll 1d6 +Chr bonusand this is the number of times during the minuteyou can use the ability. When you use the abilityyou can choose either of the two options listedbelow.

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    Thunderous Stride.As a bonus action atinitiative 20, you take a step forward and the treadof your foot shakes the very ground with yourthunderous wrath. All non-friendly creatures within20 feet must make a Dex save vs. your spell saveDC or fall prone. If they are holding anything, theymust also make a Str save or drop the item(s).Their next attack is performed at Disadvantage.Any inanimate objects within the radius upend ortopple over as the ground heaves, potentiallybreaking.

    Voice of the Storm.

    As a bonus action atinitiative 20, you breathe deep and expel a roarwhich rivals the most ear splitting lightning strike.All non-friendly creatures within 30 feet are unableto cast spells with verbal components, any currentspells requiring concentration have theirconcentration broken, and all magical abilitieswhich require sound are cancelled. Thedisorienting effects require casters casting any

    other spell this round or the next round to make ansuccessful Int check with a DC = 15 in order tosuccessfully cast.

    Aura of TurbulenceAt 7th level there is always a slight breezechurning around you which becomes stronger andmore violent with agitation. Any ranged attacksdirected at you or any friendly creatures within10feet of you are done at Disadvantage. This doesnot include spells or siege sized missiles. You alsoautomatically disperse any gas or mist within thearea. This also scatters light objects within the

    area and causes shallow water or debris on theground to swirl around you. At 18th level, therange extends to 30 feet.

    Storms FuryAt 15th level, the storm energy you channel fromyour patron seethes within your soul. When youare hit by a melee attack, you can use yourreaction to deal lightning damage to the attackerequal to your sorcerer level. The attacker mustalso make a Str saving throw, with DC = to 8 +your Chr bonus + proficiency bonus. On a failedsave, the attacker is pushed away from you by a

    gust of wind up to 20 feet away and 10 feet high.The attacker takes 3d6 falling damage as well.

    Eye of the StormAt 20th level your control over the meteorologicalforces is complete. You can cast Control Weatheror Storm of Vengeance as the Druid spells of thesame name. Friendly creatures within 30ft of you

    and yourself are immune to the effects of thesespells. Once you use this ability you can not casteither spell until you complete a long rest.

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