The Third Circle: Eldritch Slayers (5e Subclass)

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The Third Circle: Eldritch Slayer[edit]

Paladin Subclass

The Third Circle is a section of a paladin order known as "The Circles". The founder of the order, Huntmaster Golmdring, formed The Third Circle not only as a group to assist him with hunting horrors from beyond the stars, but also to study them and learn what makes them tick (if anything truly does). Paladins of The Circles are typically recognized by long, flowing coats of leather and large, wide-brimmed hats, sometimes coupled with scarves pulled over the face. The attire of The Third Circle is generally colored deep greens or pale blues, decorated with embossings of tentacles, weird symbols, or unnerving text. To become a paladin of The Circles, one must usually meet with Huntmaster Golmdring and will likely be sent on a minor job to prove their worthiness and, should they show promise, be granted a right to the following tenents:
Annihilate The Intruders From Beyond

The abhorrent things that dare invade our world will find only your sword.

Guard The Minds Of The Innocent

The minds of the populace and wildlife alike are common targets for aberrations, you must defend them.

Gather Knowledge, With All Caution

Information is always important, but be aware that aberrations wield madness like a hammer.

Live With Cautious Wisdom

We face a smart and ruthless foe, who will stupe to any level. Remember this, and never be fooled.

Occasionally, Golmdring may learn of a special individual who would make a fine addition to the order, and may send his conscience to them. They will experience a dream where he will give them directions to the headquarters of The Circles, and will offer them a meeting with him to discuss possible membership.
Oath Spells

You will gain the following spells at 3rd level:

Third Circle Spells
Paladin Level Spells
3rd Tenser's floating disk, catapult
5th thought shield, enhance abililty
9th intellect fortress, galder's tower
13th fabricate, spirit of death
17th wall of stone, telekinesis
Channel Divinity

When you take this oath at level 3, you will gain the following two Channel Divinity options.

The Switch-Arms
...They were strange, unpredictible...and so I would be too...

Three unusual pieces of gear become available to you, to be summoned with the use of this Channel Divinity. The first is the Switch-Shield, a shield designed to not prevent the use of both arms. The second is the Switch-Claws, a pair of clawed guantles that switch to hooked chains. The third is the Switch-Sword, a blade with four different transformation forms. As an action, you may use your Channel Divinity to tap into the Third Circles warehouses where these weapons are kept, and have one of them teleported to you.

Armor
Shield AC Weight Properties
Switch-Shield +2 2 lb. special

The Switch-Shield appears as a sleeve of metal, ending at the wrist to keep the hands free. As a downside, it will only provide the AC increase if activated as a reaction to an incoming attack. Once activated, the AC boost will last until it is dropped as a free action. Two pieces of metal make up two halves of a buckler, which will form into a complete shield by the user flexing their arm to fit the two halves together. Additionally, the Switch-shield will provide an extra +1 AC if the user is attacked by an abberation or abberation cutist, this bonus increasing to a +2 at level 7, and a +3 at level 15.

Martial Melee Weapon
Weapon Damage Weight Properties
Switch-Claws 1d6 Slashing 2 lb. light, special

The Switch-Claws are a pair of gauntlets with large claw blades, placed in a rake-like pattern. The claws can be hidden, retracting to lie across the back of the gauntlets to appear as neat fins. As a free action the user may switch the claws into long hook lined chains, granting the user a climbing speed equal to their movement speed. The chains can be used to try and grapple a medium or smaller creature or object at a range of 15 feet, following normal grappleing rules, and can pull the grappled creature or object to the user as part of a successful grapple. Should the target be to large to be pulled, the user may pull themselves to the target instead. The chains can also grab the enviorment and pull the user to a location as a bonus action. Additionally, the blades damage will be increased to 2d10 if the target is an abberation or abberation cultist.

Martial Melee Weapon
Weapon Damage Weight Properties
Switch-Sword Variable Slashing 7 lb. special

The Switch-Sword is a thick greatsword that can shift into several different forms to suit the weilder. Once per turn as a free action, the user may transform the weapon to any of its four forms. The greatsword can split in half to form two longswords; the longswords can connect at their pommels to form a double-sword; the double-sword can be inserted into the weapon's included sheath to form a glaive. If the target of an attack is an abberation or abberation cultist, the greatsword will do 3d8 damage, the longswords will do 2d8 (one-handed) and 2d10 (two-handed), the double-sword will do 2d8, and the glaive will do 2d12.

Your connection to the warehouse lasts for 12 hours, during of which you may exchange any of the summoned weapons for any of the others as a bonus action. After the 12 hours are up, the weapons will be de-summoned and returned to the warehouse. Most eldritch slayers start their day by setting up the connection.

Knowledge Of The Third Circle
...It was difficult to study them, but I would persevere...

The Order of Circles keeps vast amounts of knowledge on their foes, knowledge they are more than happy to share. Upon using this Channel Divinity as an action, you will enter a trance-like state and connect your mind to the Orders archives. You may ask the archives up to five questions concerning abberations, and you will receive answers based on what is recorded in the archives. Most eldritch slayers use this on their off days.

Flawless Connection
...A walking arsenal, a storm of steel with no cover in sight...

At 7th level you will deepen your connection to the Third Circles warehouses, as well as your connections within them. When you use your "Switch-Arms" Channel Divinity, you can now summon all three of the weapons at once, and keep them all throughout the time limit. In addition, your skill with the bizarre equipment improves, allowing you to wield new techniques. When an attack misses you while your Switch-Shield is active, you may attempt to disarm or grapple a medium or smaller enemy as part of the reaction to activate the shield. With the Switch-Claws, their range increases from 15 feet to 20 feet and you may now attempt to restrain(Str save) or disarm a medium or smaller enemy (Dex save) at their range (save DCs=8+Str+Prof). Finally, you may transform the Switch-Sword as part of an opportunity attack with it, not counting against the limit of one transformation per turn, and you may make an opportunity attack with it when an enemy enters your range.

Veil Of Starlight
...It would be I the terrors of the stars would fear...

At 15th level you will exude a minor aura of protection, as well as enhance your mental defences. You and any ally within 10 feet of you will reduce any damage from an abberation or abberation sympathizer by 3. At 18th level the aura will increase to 30 feet. Additionally, you gain advantage on all intelligence, wisdom, and charisma saves originating from abberations or abberation sympathizers.

Cloak of the First Hunter
...I would become the terror of all evil...

At 20th level, you may don a cloak of the Huntmaster Golmdring. When you use this ability, you will gain access to the Channel Divinity weapons from both The Second Circle: Undead Destroyers, and The First Circle: Fiend Hunters for an hour. Additionally, any effect that does additional damage to abberations will also deal additional damage to fiends, undead, and cultist of either. You regain use of this ability after a long rest.


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