Oath of Rot (5e Subclass)
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Oath of Rot
(Oath of Ancients Oathbreaker Variant)
You have left the Oath of Ancients and with it the world has rejected you. You are no longer welcome in the land of the living and not yet dead enough to be embraced by the hell that awaits you. No matter how much you seek it. While barely alive, you do all you can to bring down the tenants you fought so hard to protect.
Tenets of Rot
Natural Order: Accept the fact that everything dies, in time all light is extinguished.
Reject Their Prejudices: through blight and decay, all things wither, and with it. Their crowns turn to rust.
Punish The Undying: Things that refuse to follow the rules of decay are things that disturb the balance. Nothing escapes the Rot, you will prove it.
Oath of Rot Spells
|3rd||Speak with animals, detect poison and disease|
|5th||Ray of enfeeblement, crown of madness|
|9th||Fear, Vampiric Touch|
|13th||Blight, shadow of moil|
|17th||Contagion, insect plague|
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.
- Rotting Essence: The Rot emanating from your presence seeps into the mind of your foes. As an action, all creatures within 30 feet of you must make a Charisma saving throw against your spell save dc or be frightened for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Charisma saving throw against your Paladin DC to end the effect on it.
- Gripping Decay: Rotting Vines from the earth reach up and bind your foes. As an action, you summon dried rotting vines from the earth to reach up towards any hostile creatures within 10 feet of you. The creatures must succeed on a Strength saving throw or be restrained. While restrained, the creature can repeat the saving throw at the beginning of each of its turns.
Replacing lay on hands, at level 3. You can heal others at the cost of your own lifeforce. You may heal any creature up to your current amount of lay on hands pool, but for each point you heal for, you suffer 1 point of damage. Alternatively, when healing yourself this damage is negated, but all plant life within 5 ft turns to blackened ash. Additionally, you may expend 10 points from your lay on hands pool to cast 'bestow curse.
Damage dealt by your Divine Smite class feature is now dealt as necrotic, instead of radiant.
Aura of Broken will
Upon reaching 7th level. All hostile creatures within 10 feet of you suffer rusted spots or rotting leather upon their armor, and suffer a -1 to AC.
The range increases to 30 ft upon reaching level 18.
Glimpse of Death
Rot begins setting rapidly when your life hangs in the balance, your body is presented with various rotting attributes such as petulant scars or rotting teeth (your choice).
Starting at 15th level. Upon falling to 0 hit points, you do not fall unconscious, instead you move half your speed, as well as continue to take actions, bonus actions and reactions. While in this state, your health is tracked in the negatives, if your hitpoints fall to -(max hit points) your body decays to dust and dirt, and you can only be revived by the wish spell or true resurrection spell.
While this effect is active, you must make Stability checks at the beginning of every round, there is no ability modifier for this check. roll a d20, on a 11-20, nothing happens, on a 1-10, you mark one failure. This effect ends once you fall to -(max hit points) or fail 3 Stability checks. If your health is returned above 0. This effect ends and you gain one exhaustion point.
Once you use this feature. You can't use it again until you finish a long rest.
Horseman of Pestilence
At 20th level. You surround yourself with the very essence of decay, as an action, you undergo a transformation. For 1 minute. You gain the following benefits.
- You become mounted on a Pale ethereal horse, that has the same statistics as the CR 3 Nightmare. If you are already mounted, this feature is negated.
- All hostile creatures within 30 feet must make a Charisma saving throw or be frightened by you for 1 minute.
- You surround yourself by 10 feet with a cloud of insects that obscures vision. Any creature that is frightened by you and starts its turn within the aura suffers 4d10 necrotic damage. As a bonus action, you can force the insects within the cloud to attack one creature. Make a melee spell attack against the target, if the attack hits, the creature takes 3d10 (+ cha Modifier) necrotic damage and is poisoned until this effect ends.
Once you use this feature. You can’t use it again until you finish a long rest.