Paladin Sacred Oath
Oath of Pestilence
Clad in grime-soaked armor and wielding rusting
Might Makes Right. The laws of mortals mean
nothing to poxes and plagues, they go where they wish
weapons, the Oath of Pestilence paladin spreads and take what they want. So should you.
corruption, disease, and filth. Bound by an oath which
infests their bodies with all manner of plagues, these Oath Spells
heralds of decay lumber forward with unholy toughness
You gain oath spells at the paladin levels listed in the
and grim resolve.
Oath of Pestilence Spells table. See the Sacred Oath
class feature for how oath spells work.
Tenets of Pestilence
The tenets of the Oath of Pestilence emphasize the role of Paladin Level Spells
disease as a purifying element in the cycle of life. 3rd bane, inflict wounds
Strength in Resilience. Surviving hardship and 5th acid arrow, ray of enfeeblement
plague make you stronger. Spreading these things causes
strength to flourish. 9th flash fever, stinking cloud
All Things Must Pass. Death is the natural 13th blight, confusion
conclusion of life. There is nothing unnatural or immoral
about the ending of life.
17th contagion, insect plague
Grim Hollow Players Guide
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Channel Divinity
When you take this oath at 3rd level, you gain the
following Channel Divinity options:
Debilitating Fever. Your touch inflicts disease.
Make a melee spell attack against a creature within
your reach that isn’t a construct or undead. On a hit,
the creature becomes diseased and is incapacitated for
1 minute. At the end of each of the diseased target’s
turns, the target can make a Constitution saving throw.
On a success, the target is no longer diseased, and the
effect ends.
Since this ability induces a natural disease in its
target, any effect that removes a disease or otherwise
ameliorates a disease’s effects apply to it.
Entropic Infection. You can use your Channel
Divinity to weaken a creature against entropic energies.
As an action, you can force a creature of your choice that
you can see within 30 feet of you to make a Constitution
saving throw. On a failed save, for the next minute the
creature takes an additional 2d6 damage the first time it
takes necrotic damage each turn. During this time, the
creature loses resistance to necrotic damage if it has it.
Aura of Rampant Sickness
Starting at 7th level, you emit an aura of contagion and
virulence to a range of 10 feet. When a creature within
your aura makes an ability check, attack roll, or saving
throw you can give that roll disadvantage as a reaction.
At 18th level, the range of this aura increases to 30 feet.
Disgusting Resilience
At 15th level, when you take damage which would
reduce you to 0 hit points, you can choose to expend
any number of Hit Dice. Roll those dice and subtract the
result from the damage taken. If this reduces the damage
to 0, you don’t take any damage.
In addition, if you are killed your corpse violently
explodes in a shower of pus and gore, dealing 8d6
necrotic damage to creatures within 20 feet of you that
fail a Constitution saving throw.
Plaguebringer
At 20th level, you become an avatar of plague, which
gives you the following benefits:
•Y ou have resistance to necrotic damage and are
immune to poison damage and the poisoned condition.
• Your hit point maximum can’t be reduced.
Creatures of your choice who start their turn within
5 feet of you, or who move within 5 feet of you on their
turn, take necrotic damage equal to your Charisma
modifier. Once a creature takes damage from this ability,
it can’t take damage from it again until the start of its
next turn.