Oath of Rot (5e Subclass)
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Oath of Rot[edit]
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Paladin Subclass
“ | I am no longer afraid, for with pestilential favour I have become that which I once most feared: Death. | ” |
—Zar Thuun |
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, all you can do is rot.
- Tenets of Rot
The tenets of the Oath of Rot have been wordlessly preserved for uncounted centuries. This oath emphasizes the principles of the circle of life and death, regardless of good nor evil, of law nor chaos. Its central principles are as follows:
Accept the Cycle. Everything dies, in time all light is extinguished. Through blight and decay, all things wither. Rejoice then, for each ending brings new beginnings.
Reap and Sow. Wherever you tread, make it so new life follows you and old life meets its end.
Punish the Undying. Those who refuse the rules of decay disturb the balance. Nothing escapes the Rot.
- Oath of Rot Spells
Paladin Level | Spells |
---|---|
3rd | hex, inflict wounds |
5th | crown of madness, ray of enfeeblement |
9th | spirit guardians, wither and bloom |
13th | blight, shadow of moil |
17th | contagion, insect plague |
- Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
- Rotting Essence. You can use your Channel Divinity to extend a shroud of rot to seep into the bodies of your foes. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Constitution saving throw. On a failed save, the creature becomes poisoned for 1 minute. If a creature poisoned by this effect ends its turn more than 30 feet away from you, it can repeat the saving throw, ending the effect on itself on a success.
- Gripping Decay. You can use your Channel Divinity to summon rotting vines from the earth to reach up and bind your foes. As an action, you force each creature of your choice that you can see within 10 feet of you to make a Strength saving throw. On a failed save, the creature is restrained by vines. A restrained creature can repeat the saving throw at the beginning of each of its turns, freeing itself on a success.
- Aura of Rot
Starting at 7th level, you constantly emanate an aura of decay while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
Each creature of your choice within the aura has a -1 penalty to their AC.
At 18th level, the range of this aura increases to 30 feet.
- Glimpse of Death
Starting at 15th level, rot begins setting rapidly when your life hangs in the balance, your body is presented with various rotting attributes such as pestilent scars or rotting teeth. When you are reduced to 0 hit points, you do not fall unconscious. Instead, your movement speed is reduced by half, but otherwise, you continue to play as normal. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. If you become stable, you gain 1 hit point. If you regain any hit points while in this state, you gain one level of exhaustion, and the effect ends. Once you use this feature, you can't use it again until you finish a long rest.
- Bloom of Pestilence
At 20th level, you gain the ability to surround yourself with the very essence of decay. As an action, you become shrouded by pestilent smoke and buzzing insects, gaining the following benefits for 1 minute:
- You regain 10 hit points at the start of each of your turns.
- Whenever you hit a creature with your Divine Smite, you regain hit points equal to the damage dealt.
- Each creature of your choice becomes poisoned while they are within 60 feet of you.
Once you use this feature, you can't use it again until you finish a long rest.
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