sandmote
2020-04-22, 10:13 PM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/auTcKLyov)
I'm wondering my ability to put something together in a day. Also, while I'm sure I'm using "eldritch," wrong, is this any worse than "eldritch knight?"
The Oath of Horror is a testament to the mind melting influences from beyond the known multiverse. Whether they attempt to draw others to the far realm or fight it back, these paladins have glimpsed eldritch horrors and been left scarred as a result. Sometimes called aberrant or stalker knights, those capable of bending the eldritch powers from these distant powers are capable of breaking entire armies in front of themselves.
Tenets of Horror
The tenets of the Oath of Horror are remarkably consistent given the number of paladins who have no formal training in the oath before picking it up. One aspect not dealt with by the oath is how the paladin must treat aberrations and other creatures of the far realm, with both the commanders and destroyers of such forces taking up the oath.
Hear the Horror Entities worse then the imagination are out there, hiding beyond the darkness. Seek them out.
Withstand the Horror Your search will bring you to incomprehensible beings you must embrace. Do not wrestle that you cannot solve.
Grasp the Horror Take the powers of the far realm for your own usage. You do not need to understand to wield.
Speak of the Horror To keep others reminded of the terrors that exist, you must leave memories of the gruesome behind you, whether to inspire hope or draw in despair.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Horror Spells
Paladin Level Spells
3rd Arms of Hadar, Protection From Evil and Good
5th Invisibility, Mind Spike
9th Hunger of Hadar, Slow
13th Charm Monster, Dispel Evil and Good
17th Dominate Person, Synaptic Static
Channel Divinity
You gain the following two Channel Divinity options.
Breach the Beyond As a bonus action, you can force to a creature within 30 feet of you to make a wisdom saving throw. On a failed save, the creature's mind is filled with sights and sounds from the far realm, causing it to fall prone and gain a level of exhaustion. For 10 minutes the creature can speak only falteringly and its movement speeds are halved as it tries to cope with the events that had been forced into its mind. Aberrations and creatures with an intelligence of 4 or lower are immune to this channel divinity option.
Eldritch Eye As an action you can reach out and touch a creature, inuring its mind to the worst sights, sounds, and oddities it has experienced or may be exposed to in the near future. For 1 hour the target ceases to be Charmed, Frightened, and Possessed if and gains advantage on saving throws to avoid regaining these conditions for 10 minutes.
Aura of Despair
Beginning at 7th level, a images of horrific effects appear in the minds of creatures around you, as they glimpse the denizens beyond the known multiverse. Creatures of your choice within 10 feet of you have disadvantage on initiative rolls, Constitution saving throws made to maintain concentration, saving throws against being frightened, and on Investigation checks made to distinguish between real objects and illusions or otherwise false images.
At 18th level, the range of this aura increases to 30 feet.
Grasping Mind
By 15th level you can cope with the worst things from the edges of the multiverse. You gain resistance to Psychic and Force damage, and gain proficiency in Intelligence saving throws.
Eldritch Transformation
At 20th level, you can assume the form of an creature from beyond the known multiverse, taking on an appearance you choose. For example, your skin might turn rubbery or glow with incomprehensible symbols, your hair might become thick tentacles, or you might sprout additional eyes.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
When you hit a creature with an attack, you deal an additional 1d10 psychic damage.
As a bonus action you can force one creature within 30 feet of you to make a saving throw with a DC of 8 + your Proficiency Bonus + your Charisma modifier or be frightened of you until the start of your next turn.
You have advantage on perception and investigation checks.
Your reach increases by 5 feet.
Once you use this feature, you can't use it again until you finish a long rest.
I'm wondering my ability to put something together in a day. Also, while I'm sure I'm using "eldritch," wrong, is this any worse than "eldritch knight?"
The Oath of Horror is a testament to the mind melting influences from beyond the known multiverse. Whether they attempt to draw others to the far realm or fight it back, these paladins have glimpsed eldritch horrors and been left scarred as a result. Sometimes called aberrant or stalker knights, those capable of bending the eldritch powers from these distant powers are capable of breaking entire armies in front of themselves.
Tenets of Horror
The tenets of the Oath of Horror are remarkably consistent given the number of paladins who have no formal training in the oath before picking it up. One aspect not dealt with by the oath is how the paladin must treat aberrations and other creatures of the far realm, with both the commanders and destroyers of such forces taking up the oath.
Hear the Horror Entities worse then the imagination are out there, hiding beyond the darkness. Seek them out.
Withstand the Horror Your search will bring you to incomprehensible beings you must embrace. Do not wrestle that you cannot solve.
Grasp the Horror Take the powers of the far realm for your own usage. You do not need to understand to wield.
Speak of the Horror To keep others reminded of the terrors that exist, you must leave memories of the gruesome behind you, whether to inspire hope or draw in despair.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Horror Spells
Paladin Level Spells
3rd Arms of Hadar, Protection From Evil and Good
5th Invisibility, Mind Spike
9th Hunger of Hadar, Slow
13th Charm Monster, Dispel Evil and Good
17th Dominate Person, Synaptic Static
Channel Divinity
You gain the following two Channel Divinity options.
Breach the Beyond As a bonus action, you can force to a creature within 30 feet of you to make a wisdom saving throw. On a failed save, the creature's mind is filled with sights and sounds from the far realm, causing it to fall prone and gain a level of exhaustion. For 10 minutes the creature can speak only falteringly and its movement speeds are halved as it tries to cope with the events that had been forced into its mind. Aberrations and creatures with an intelligence of 4 or lower are immune to this channel divinity option.
Eldritch Eye As an action you can reach out and touch a creature, inuring its mind to the worst sights, sounds, and oddities it has experienced or may be exposed to in the near future. For 1 hour the target ceases to be Charmed, Frightened, and Possessed if and gains advantage on saving throws to avoid regaining these conditions for 10 minutes.
Aura of Despair
Beginning at 7th level, a images of horrific effects appear in the minds of creatures around you, as they glimpse the denizens beyond the known multiverse. Creatures of your choice within 10 feet of you have disadvantage on initiative rolls, Constitution saving throws made to maintain concentration, saving throws against being frightened, and on Investigation checks made to distinguish between real objects and illusions or otherwise false images.
At 18th level, the range of this aura increases to 30 feet.
Grasping Mind
By 15th level you can cope with the worst things from the edges of the multiverse. You gain resistance to Psychic and Force damage, and gain proficiency in Intelligence saving throws.
Eldritch Transformation
At 20th level, you can assume the form of an creature from beyond the known multiverse, taking on an appearance you choose. For example, your skin might turn rubbery or glow with incomprehensible symbols, your hair might become thick tentacles, or you might sprout additional eyes.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
When you hit a creature with an attack, you deal an additional 1d10 psychic damage.
As a bonus action you can force one creature within 30 feet of you to make a saving throw with a DC of 8 + your Proficiency Bonus + your Charisma modifier or be frightened of you until the start of your next turn.
You have advantage on perception and investigation checks.
Your reach increases by 5 feet.
Once you use this feature, you can't use it again until you finish a long rest.