Oath of The Manticore

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1.Paladins of Venomous Radiance

Sacred Warriors of Light and Venom

The Paladins of Venomous Radiance, sworn to the Oath of the Manticore, stand as formidable warriors. They embody the convergence of potent venom and radiant light, a power source unlike any other. Masters of melee combat, they wield weapons imbued with this venomous radiance, striking fear into the hearts of their foes.

Unpredictable Power

Unlike traditional Paladins, the Paladins of Venomous Radiance wield a volatile power source. Their connection to the celestial manticore grants them access to both radiant energy and potent venoms. This unpredictable nature can manifest in various ways during combat, adding a layer of tactical intrigue.

Origins and Background

The path of the Paladin of Venomous Radiance, known as the Oath of the Manticore, is one shrouded in ancient tradition. Passed down through generations by enigmatic and revered figures: the celestial manticores. These mystical creatures, guardians of secret knowledge and divine wisdom, impart their teachings to chosen warriors who prove themselves worthy. This includes not only combat prowess but also an understanding of the ancient languages: Primordial, the tongue of elemental beings, and Celestial, the language of the divine. By mastering these languages, the Paladins gain a deeper connection to the celestial manticore's power and the forces they wield, both radiant and venomous.

Role and Purpose

The Paladins of Venomous Radiance serve as stalwart protectors, guardians of the innocent, and scourges of evil. Whether leading a charge into battle or standing as a beacon of hope in the darkest of times, they embody the virtues of courage, righteousness, and selflessness. Their mastery of melee combat allows them to excel in various roles within adventuring parties, from frontline combatants to inspiring leaders.

Characteristics and Traits

Fearless in the face of danger, Paladins of Venomous Radiance possess a rare blend of strength, resilience, and divine grace. Their unwavering dedication to their cause fuels their actions, driving them to confront the forces of darkness with unwavering resolve. With poison resistance and radiant resistance, they stand firm against the deadliest of adversaries, relying on their expertise in melee combat to prevail in battle.

Motto

"Venom and light, woven as one, we defend the innocent, vanquish the wicked, and honor the legacy of the celestial manticores."

Tenets of the Oath

1. Protect the Weak: Paladin of Venomous Radiance vow to shield the vulnerable from harm, drawing upon their own experiences of hardship to empathize with those in need. 2. Uphold Justice: They swear to uphold justice and righteousness, standing against oppression, injustice, and tyranny wherever they encounter it. 3. Embrace Light and Poison: Paladin of Venomous Radiance recognize the dual nature of their power, embracing both light and poison as tools to defend the innocent and vanquish evil. 4. Honor the Ancients: They respect the ancient traditions and teachings passed down by the celestial manticores, honoring their wisdom and guidance. 5. Stand against Darkness: They pledge to confront the forces of darkness with unwavering courage and determination, refusing to yield in the face of adversity.


2.Class Features

Multiclassing

Paladins of Venomous Radiance do not allow multiclassing. Their unique abilities and playstyle are designed to be played as a single class, and multiclassing is not supported. Traits

Manticore's Resilience: You have resistance to both radiant and poison damage, and you have advantage on saving throws against being poisoned.

Abilities

Manticore's Wrath (Level 3): Once per long rest, as an action, you can unleash a concentrated blast of radiant energy infused with potent venom in a 15 foot cone. Creatures in the cone must make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save: A creature takes 2d6 poison damage and is blinded for 1 minute. On a successful save: A creature takes half damage and suffers no other effects.
Channel Divinity: Venomous Strike or Radiant Lance (Level 3): As an action, you can expend a use of your Channel Divinity to imbue your weapon with either poison or radiant light. You regain all expended uses of this feature when you finish a long rest. Choose Venomous Strike or Radiant Lance:
    Venomous Strike: The next time you hit a creature with a melee attack before the end of your turn, the creature takes extra poison damage equal to your Charisma modifier.
    Radiant Lance: The next time you hit a creature with a melee attack before the end of your turn, the creature takes extra radiant damage equal to your Charisma modifier.
Poison Spellcasting (Level 3): Starting at 3rd level, you gain the ability to cast spells that harness the power of poison. You can cast certain spells as if they were paladin spells, requiring only your Charisma to cast them. The spells include Poison Spray, Cloud of Daggers, and Blight (and others your DM approves of).
Radiant Aura (Level 7): At 7th level, you can create an aura of radiant light. As an action, you activate the aura. Creatures of your choice within 10 feet of you gain a bonus to their AC and saving throws while the aura persists. Additionally, any enemy that ends its turn or starts its turn within the aura takes radiant damage. You can deactivate the aura as a bonus action.
Vile Toxin (Level 10): At 10th level, you can create a potent toxin as part of a long rest. You can coat your weapon with this toxin for 1 hour. Whenever you hit a creature with a melee attack using the coated weapon, the creature takes extra poison damage equal to your Charisma modifier, and it must succeed on a Constitution saving throw or be poisoned until the end of your next turn.
Radiant Smite (Level 13): At 13th level, you gain the ability to expend a spell slot to smite your enemies with radiant light. When you hit a creature with a melee weapon attack, you can expend a spell slot to deal extra radiant damage to the creature, and the creature has disadvantage on the next saving throw it makes before the end of your next turn. On a critical hit, the creature might also be blinded.
Improved Venomous Strike or Radiant Lance (Level 17): When you use your Channel Divinity (Venomous Strike or Radiant Lance), the extra damage dealt increases to twice your Charisma modifier.

Skill Proficiencies

Athletics
Intimidation
Medicine
Perception
Nature

Saving Throws : Strength Charisma


3.Spellcasting

Spellcasting Ability

Charisma (DC 13)

Spells

Cantrips(2)

Poison Spray
    Verbal Component: None
    Somatic Component: Yes (Raising hands to mouth and blowing a kiss)
    Material Component: A vial of poisonous liquid
    Effect: Spray a 15foot cone of poisonous liquid, dealing 1d6 + Charisma modifier poison damage to all creatures in the area.
    Usage: Unlimited
Sacred Flame
    Verbal Component: None
    Somatic Component: Yes (Holding hands up in a prayerlike gesture)
    Material Component: A torch
    Effect: Deal 1d6 + Charisma modifier radiant damage to a target and 1d6 + Charisma modifier radiant healing to a nearby ally.
    Usage: Unlimited

Level 1 Spells(3) (4/4 per long rest)

Bless
    Verbal Component: "Benedictio"
    Somatic Component: Yes (Making the sign of the cross)
    Material Component: None
    Effect: Grant a target ally a bonus to attack and damage rolls for 1 minute, +1d4 to attack and damage rolls.
    Usage: 4 times per long rest
Cure Wounds
    Verbal Component: None
    Somatic Component: Yes (Placing hands on the wound)
    Material Component: A small, pure cloth
    Effect: Heal a target for 1d8 + Charisma modifier + caster's level.
    Usage: 4 times per long rest
Cloud of Daggers
    Verbal Component: None
    Somatic Component: Yes (Waving hands in a circular motion)
    Material Component: A small, sharp object
    Effect: Deal 1d6 + Charisma modifier poison damage to a target and potentially stun it for 1 minute, DC 15 Constitution saving throw.
    Usage: 4 times per long rest

Level 2 Spells (3/3 per long rest)

Branding Smite
    Verbal Component: "They shall be smited"
    Somatic Component: Yes (Raising a hand to the sky)
    Material Component: None
    Effect: Deal 2d6 + Charisma modifier radiant damage to a target and potentially blind it for 1 minute, DC 15 Constitution saving throw.
    Usage: 3 times per long rest

The Weapon of the Manticore

    Verbal Component: None
    Somatic Component: Yes (running the claw down the ally's weapon and imbuing it with energy)
    Material Component: A claw from the 

Celestial Manticore

    Effect: Imbue a allys weapon with poison and light damage for 1 hour. Damage: 1d6 + Charisma modifier poison damage and 1d6 + Charisma modifier radiant damage.
    Usage: 3 times per long rest

Level 3 Spells (2/2 per long rest)

Noxious Blight
    Verbal Component: "NOXIOUS BLIGHT"
    Somatic Component: Yes (Throwing a flask of poison substance lit on fire)
    Material Component: A flask of poison substance
    Effect: Deal 2d6 + Charisma modifier poison damage to a target and potentially set flammable objects on fire, DC 13 Constitution saving throw.
    Usage: 1 time per short rest
Healing Word
    Verbal Component: "Heal wound"
    Somatic Component: Yes (Placing a hand on the wound)
    Material Component: None
    Effect: Heal a target for 1d6 + Charisma modifier + caster's level.
    Usage: 4 times per long rest


Contagion
    Verbal Component: None
    Somatic Component: Yes (Touching a target with a contaminated object)
    Material Component: A small, sharp object
    Effect: Deal 3d6 + Charisma modifier poison damage to a target and potentially infect it with a deadly disease, DC 15 Constitution saving throw.
    Usage: 2 times per long rest

Level 4 Spells(3)( (1/1 per long rest)

Dawn
    Verbal Component: "Let the sun shine"
    Somatic Component: Yes (Raising hands to the sky)
    Material Component: None
    Effect: Deal 3d6 + Charisma modifier radiant damage to all creatures in a 20foot radius and potentially blind them for 1 minute, DC 15 Constitution saving throw.
    Usage: 1 time per long rest
Withering Touch
    Verbal Component: None
    Somatic Component: Yes (Touching a target with a withered hand)
    Material Component: A small, withered hand
    Effect: Deal 3d6 + Charisma modifier poison damage to a target and potentially inflict continuous poison damage over time, DC 15 Constitution saving throw.
    Usage: 1 time per long rest
Cloudkill
    Verbal Component: "Cloud of death"
    Somatic Component: Yes (Waving hands in a circular motion)
    Material Component: A small dagger  in vial of manticore fart
    Effect: Deal 3d6 + Charisma modifier poison damage to all creatures in a 20foot radius and potentially kill them, DC 15 Constitution saving throw.
    Usage: 1 time per long rest

Level 5 Spells ( 3) (1/1 per long rest)

Toxic Radiance
    Verbal Component: None
    Somatic Component: Yes (Glowing with a toxic aura)
    Material Component: A small, glowing vial of poison
    Effect: Deal 4d6 + Charisma modifier poison damage to all creatures in a 30foot radius and potentially poison them, DC 18 Constitution saving throw.
    Usage: 1 time per long rest
Mass Heal Word
    Verbal Component: "Heal All"
    Somatic Component: Yes (Spreading arms wide)
    Material Component: None
    Effect: Heal all allies in a 30foot radius for 4d6 + Charisma modifier hit points.
    Usage: 1 time per long rest
Revivify
    Verbal Component: "Rise"
    Somatic Component: Yes (Touching the target)
    Material Component: A small, glowing crystal
    Effect: Bring a dead creature back to life with 1 hit point.
    Usage: 1 time per long rest


4.Feats

Early Levels (Levels 1-4):

Manticore's Touch: This feat capitalizes on your existing poison or radiant damage, even when unleashed through an unarmed strike. When you land a melee attack (weapon or unarmed strike), you can force a Constitution saving throw. On a failed save, the creature takes additional poison or radiant damage (your choice) and suffers an extra debilitating effect (poisoned or blinded) until the end of your next turn.
Manticore's Hide: A Paladin of the Manticore seeks to emulate the resilience of their celestial patrons. This feat grants proficiency in medium armor if you are not already proficient. Additionally, your scale armor, imbued with the essence of the manticore, grants you resistance to a specific damage type (acid, cold, fire, or lightning), reflecting the diverse elemental energies of the celestial manticores.

Mid Levels (Levels 5-10):

Weapon Master:  This feat allows you to specialize in a particular weapon (halberd, great axe, or dagger), maximizing the damage output of your unpredictable attacks.  Choose a weapon type and refine your combat prowess in that area. 
Venomous Master: As you advance, the threats you face become more potent. This feat enhances your resilience to poisons, a common challenge for your character concept. Additionally, regaining spell slots through enemy vulnerability to poison adds a powerful resource management layer.

Late Levels (Levels 11+):

Aura of Restoration: By late game, the Paladin becomes a beacon of support for the party. This feat allows you to provide consistent healing, boosting the team's endurance and survivability in long encounters, regardless of your fighting style.
Manticore's Celestial Blessing: The celestial manticores are not just warriors, but also protectors. This feat allows you to activate an aura of celestial blessing, granting healing and advantage on saving throws against poison to yourself and nearby allies. 

5.Equipment

Weapons:
    Halberd of Venomous Radiance (Uncommon, requires attunement)
        Damage: 1d10 + 1
        Weight: 12 lb.
        Properties: Poison, radiant, rare, requires attunement
        Flavor Text: This halberd is said to have been forged by a legendary warrior who was bitten by a venomous snake. As the warrior slowly succumbed to the poison, they infused their life force into the weapon, creating a halberd that is both deadly and radiant.
    Manticore Dagger of Venomous Radiance (Uncommon, requires attunement)
        Damage: 1d4 + 1
        Ranged Properties: Thrown (20/60)
        Weight: 1 lb.
        Properties: Poison, radiant, Uncommon, requires attunement
        Flavor Text: This dagger is said to have been crafted by a manticore, a fearsome creature known for its venomous stinger. The dagger's blade is a curved, razorsharp spike that shimmers with radiant energy.
    Great Axe of Venomous Radiance (Uncommon, requires attunement)
        Damage: 1d12 + 1
        Weight: 16 lb.
        Properties: Poison, radiant, rare, requires attunement
        Flavor Text: This great ax is said to have been wielded by a legendary warrior who was known for their mastery of both radiance and venom. The warrior was said to have been able to cleave through entire armies with a single swing of their axe, leaving a trail of radiant light and poisonous fumes in their wake.
Armor:
    Scale Armor (AC 18, resistance to radiant and poison damage)
        Description: Crafted from the molting and shedding of a manticore, this scale armor offers formidable protection against both physical and magical attacks. Its shimmering scales reflect both light and darkness, providing resistance to radiant damage. Additionally, the armor is imbued with natural toxins, granting resistance to poison.
        Attunement: Not required. The scale armor naturally bonds with the wearer, offering maximum protection without the need for attunement.
        Flavor Text: This armor is said to have been crafted from the very scales of a manticore, a creature feared for its deadly venom and radiant aura. Those who wear this armor are said to be granted the power to resist both poison and radiant damage.
Tools:
    Poisoner's Kit (used for creating antidotes)
        Flavor Text: This kit contains various tools and substances used by poisoners to create deadly toxins. However, it can also be used to create antidotes, making it a valuable asset for any adventurer.


6.Venomous Radiance Mechanic

1. Before each attack, roll a d8 to determine the weapon:

   - 1 and 3: Halberd
   - 2 and 4: Dagger
   - 6 and 8: Great Axe
   - 7 or 5: Unarmed strike (dealing damage as specified)

2. After determining hit or miss, roll a d6:

   - On an odd roll, deal additional poison damage
   - On an even roll, deal additional radiant damage

3. Roll a d8 to determine additional damage:

   - The result of this roll will determine the amount of additional damage dealt (poison or radiant, depending on the previous roll)
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