Oath of Taking

They too must embody ‘He who takes what he wants, when he fancies it. They do not ask for blessing, they take it, and to do so, they must venture deep into the temple on a night of full moon and demand the favor. If a crocodile emerges from the shadows, the initiate must kill it, taking from image and adding to their own. and they best embody that image, lest they face the wrath of a god who has no patience for the meek. The art of ‘taking’ is one passed down, emulated by watching closely the elder crocodile lords, learning from their actions the Way of Taking. A priest will often recite feats of the crocodile lords of the past to inspire the initiates to challenge the crocodiles when they feel the time is right.


  • Take What You Want. Those who hesitate are not true champions, for they must indulge their whims with no respect to the claims of others.
  • Nurture the World. Everything is yours for the taking, so make sure everything is been taken care of properly.
  • Fight Like a Crocodile. Be territorial, fierce, intense, and above all – violent.
  • Destroy Those Who Oppose You. If someone gets in your way to what you wish to take, they must die.
  • Seek Self-indulgence. The Nile may provide for all, alas you see yourself as the number one cause.

Channel Divinity

When you mutter this oath under your breath at 3rd level, you gain the following two Channel Divinity options:

  • Imposing Will. As an action, you can imbue one weapon that you are holding with pure selfishness and malice, using your Channel Divinity. For 1 minute, you add your Charisma modifier to damage rolls made with that weapon. The weapon also sprouts crocodile teeth around its span. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
  • Cut-and-Take. As an action, you may declare your wish to take the life of a target and then execute an attack with a weapon against said target. If they reach 0 hit points or if they die due to this attack, you reach into your foe and take a piece of their flesh, healing a number of your hit points equal to your Charisma modifier (with a minimum of +1).

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Hunter’s mark, day’s catch
5th Animal messenger*, barkskin
9th Fear, conjure animals*
13th Polymorph**, control water
17th Conjure elemental***, awaken*

*Reptilians only
**Crocodiles only
***Only water elementals

Aura of the Nile

Beginning at the 7th level you may spend an Action to begin radiating a ghostly aura that takes the form of the rapids from a mighty river, not unlike the Nile. This Aura extends 10 feet from you in every direction, but not through the total cover. It continues until you end it with a bonus action or you are incapacitated. Any unwilling creature caught in the Aura at the end of their turn must make a Strength saving throw or be swept up with ghostly water. They are dragged towards you, ending 5 feet away from you in a position you designate.

At 18th level, the range of this aura extends to 30 feet.

Animalistic Rally

At 15th level, you may spend a bonus action to gain temporary hit points equal to your Constitution + Charisma modifier. You can repeat this bonus action a number of times equal to your Charisma modifier. You regain the uses for Animalistic Rally after a short rest.


At 20th level you can become an avatar imbued with horrible ambition and with superhuman prowess. Using an Action, your body twists and becomes a crocodile-humanoid hybrid. You gain the following benefits for 1 minute:

  • Worrying Bite. If you have a creature grappled in your bite, you can use your bonus action to gnaw and tear at the creature, inflicting another 1d8 + your Strength modifier in piercing damage.
  • From the River. You have a swimming speed equal to your walking speed.
  • Natural Weapons. You gain claws and fangs which you can use as simple melee weapons.
  • Bite. Your bite inflicts 1d8 + your Strength modifier in piercing damage, and the target is grappled. Until this grapple ends, the target is retrained and you cannot bite another target.
  • Natural Armor. Your skin becomes thick and scaly. Your base Armor Class is 12.
  • Extra Attack. When you take the Attack action, you can attack three times, one bite and two weapon attacks. Once you use this feature, you can’t use it again until you finish a long rest.
Section 15: Copyright Notice

Mystery Cults: Sobek, Copyright 2021, Bloodstone Press

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