polymphus
2017-05-16, 04:00 AM
A friend asked me to put together a homebrew oath based around a god similar to the Elder Scrolls' Sheogorath: a whimsical-yet-terrifying god of madness and inspiration.
I took inspiration from Warlock and Chaos Sorcerer abilities, and ended up with something that's very good at locking down enemy movement and general debuffs. How's the balance looking? I'm still a little sketchy on 5e and not sure if this will work at all. Feel free to suggest any changes!
Oath of Madness
Tenets of Madness
Spread the word: sanity is a curse, and you must take every effort to unburden the afflicted.
Write the books: there's no point just saying things -- spoken words die as soon as they're un-listened. Write of Shegga's gospel wherever you go, with whatever tools and on whatever surfaces available.
Respect the messengers: those touched with madness are truly blessed. As a paladin of Shegga, you are the sworn protector of the mad, the wild, the forgotten -- do not allow them to come to harm.
Open the way: all doors and windows must be open and uncovered at all times. Otherwise, how will your Uncle Sheg get in?
Spells
3rd: Tasha’s Hideous Laughter, Dissonant Whispers
5th: Crown of Madness, Mirror Image
9th: Hunger of Hadar, Major Image
13th: Evard’s Black Tentacles, Hallucinatory Terrain
17th: Contact Other Plane, Otto’s Irresistable Dance
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Shegga’s Stupid Morphing
As an action, you can twist the form of your enemies into something a little less intimidating. Using your Channel Divinity, chose a target within 30 feet. That target must take a constitution save at DC10+your charisma modifier. If it fails, it is transformed into a sheep for one minute. It cannot speak, or use equipment, or take any other action a sheep would not be able to.
If it is reduced to 0HP, it reverts to its original form and regains all HP is lost in the transformation.
How embarrassing!
You gain the power to make an enemy look like a complete idiot. As an action, you can cast Grease on a single target within 50 feet. The unfortunate victim (and anybody caught in the effect of Grease) has disadvantage on all dexterity checks until the start of their next turn.
Gravity? Well--
At 7th level, you learn how to manipulate certain forces from the outer dark to turn yourself into a an irresistible object. You may activate this feature as an action. You immediately gain a 15' aura; all enemy movement inside the area that moves closer to you may be doubled, and all enemy movement away from you is halved. Once activated, the feature lasts for one minute.
You must take a long rest before you use this feature again.
The Wyrding Way
Starting at 15th level, your tether to the mortal world is forever warped. When you are reduced to 0 hit points or otherwise fall unconscious, you are immediately moved to the astral plane. If you recover or die, your body immediately moves back to the material plane, to any location within 30 feet of your point of departure.
In addition, you gain advantage on, and proficiency in, death saving throws.
Master of Madness
At 20th level, you become Shegga's living vessel -- a bearer of the beautiful gift of insanity. Any opponent who takes a Wisdom, Charisma or Intelligence Saving Throw to resist the effect of one of your spells must do so at disadvantage.
I took inspiration from Warlock and Chaos Sorcerer abilities, and ended up with something that's very good at locking down enemy movement and general debuffs. How's the balance looking? I'm still a little sketchy on 5e and not sure if this will work at all. Feel free to suggest any changes!
Oath of Madness
Tenets of Madness
Spread the word: sanity is a curse, and you must take every effort to unburden the afflicted.
Write the books: there's no point just saying things -- spoken words die as soon as they're un-listened. Write of Shegga's gospel wherever you go, with whatever tools and on whatever surfaces available.
Respect the messengers: those touched with madness are truly blessed. As a paladin of Shegga, you are the sworn protector of the mad, the wild, the forgotten -- do not allow them to come to harm.
Open the way: all doors and windows must be open and uncovered at all times. Otherwise, how will your Uncle Sheg get in?
Spells
3rd: Tasha’s Hideous Laughter, Dissonant Whispers
5th: Crown of Madness, Mirror Image
9th: Hunger of Hadar, Major Image
13th: Evard’s Black Tentacles, Hallucinatory Terrain
17th: Contact Other Plane, Otto’s Irresistable Dance
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Shegga’s Stupid Morphing
As an action, you can twist the form of your enemies into something a little less intimidating. Using your Channel Divinity, chose a target within 30 feet. That target must take a constitution save at DC10+your charisma modifier. If it fails, it is transformed into a sheep for one minute. It cannot speak, or use equipment, or take any other action a sheep would not be able to.
If it is reduced to 0HP, it reverts to its original form and regains all HP is lost in the transformation.
How embarrassing!
You gain the power to make an enemy look like a complete idiot. As an action, you can cast Grease on a single target within 50 feet. The unfortunate victim (and anybody caught in the effect of Grease) has disadvantage on all dexterity checks until the start of their next turn.
Gravity? Well--
At 7th level, you learn how to manipulate certain forces from the outer dark to turn yourself into a an irresistible object. You may activate this feature as an action. You immediately gain a 15' aura; all enemy movement inside the area that moves closer to you may be doubled, and all enemy movement away from you is halved. Once activated, the feature lasts for one minute.
You must take a long rest before you use this feature again.
The Wyrding Way
Starting at 15th level, your tether to the mortal world is forever warped. When you are reduced to 0 hit points or otherwise fall unconscious, you are immediately moved to the astral plane. If you recover or die, your body immediately moves back to the material plane, to any location within 30 feet of your point of departure.
In addition, you gain advantage on, and proficiency in, death saving throws.
Master of Madness
At 20th level, you become Shegga's living vessel -- a bearer of the beautiful gift of insanity. Any opponent who takes a Wisdom, Charisma or Intelligence Saving Throw to resist the effect of one of your spells must do so at disadvantage.