Oath of the Headhunter

Being a Celtic war god, Caturix is known for his bloodthirst. The Celt’s constant warring flows from Caturix. It does not matter why mortals fight, kill and bleed, all that matters is that they do so. and in the carnage, Caturix smiles.

Every time a head is collected, the Battle King’s domain expands. Be it from an ally to be placed in a portico or from a slain foe, to be discarded alongside with their broken weapons, this gesture is a way to connect to the bloodthirsty god.

Those who do battle in his name take the Oath of the Headhunter. They seek the heads of fallen warriors, allies, and enemies alike and they collect them. The blood that drips is the blood that Caturix reaps, growing its divinity in the process.

Paladins of Caturix begin as squires or followers of a senior Headhunter. One day the senior will send the follower on a Headhunt on their own. If they return with an enemy head, they become a champion of Caturix. If they return without a head, they suffer deep humiliation and must wait 1 year before attempting to take another head.

Tenets of Caturix

Caturix is a practical god. Either you are doing what pleases him and receive boons so you can continue making the rivers of blood flow towards his domain, or you simply do not exist. Every young Headhunter is expected to find their way to praise and serve Caturix, for the means that the blood flows is of little consequence as long as it flows. That said, decapitation holds a very special place in the Cartuix faith. It is not a gesture of humiliation; rather it is a way to connect their actions to the overseer of violence that is Caturix. A way to make it official that their fighting had the proper escalation to it. It is a way to cleanse the hunter and connect them to the divine.

The way of the Headhunter has the following dogmas associated with it: Off with their Heads. Friend or foe, once they expire you must collect and present their heads.

Blood must flow. In a conflict, look to spill blood above all.

Hunt Your Foes. Pursue your enemies, do not merely wait for them to make themselves know.

Oath Spells

You gain oath spells at the paladin levels listed.

Strength Domain Spells
Paladin Level Spells
3rd Hellish rebuke, inflict wounds
5th Darkness, magic weapon
9th Fear, Speak with dead
13th Blight, faithful hound
17th Anti-life shell, cloudkill

Channel Divinity

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

  • Lure of Battle. You can use your Channel Divinity to utter the ancient hymn of battle associated with Caturix. As an Action, you may cast a Hex mark on a creature within 10 feet of you that you can see. The creature must succeed on a Wisdom or Charisma saving throw (it’s choice) or use its movement to approach you. While under the effects of this hex, the creature repeats the saving throw at the end of each of its turns. On a success, its mind can see it clearly, beyond the lure of battle.
  • Take the Soul. You can use your Channel Divinity while using an Action to sever the head of an enemy. You gain 2 temporary hit point per Hit Die of the beheaded enemy. Theses temporary hit points vanish after ten minutes if they are not used. Temporary hit points are not cumulative. If you take a second head while you still have temporary hit points from taking another head, the new temporary hit points replace the original ones.


Beginning at 7th level you revel in the promise of violence and combat with great glee.

In battle, you fight with a violent jolt of energy. On your turn, you can enter a bloodlust as a bonus action.

While under the Bloodlust, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to your Charisma modifier.
  • You may move twice your movement speed. Only use this feature if you are moving towards a creature you intend to Attack.
  • If you are able to cast spells, you can’t cast them or concentrate on them while under Bloodlust, but you can Channel Divinity.

Your Bloodlust lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your bloodlust on your turn as a bonus action.

Once you have entered the Bloodlust state a number of times equal to your Charisma modifier, you must finish a long rest before you can enter the state again.

At 18th level, you can enter the Bloodlust state twice your Charisma modifier before you must finish a long rest.

Warlord’s Resilience

At 15th level, your cruelty and love for war and massacre give your body a vortex-like aura that makes you impervious to pain. You gain resistance to all damage from nonmagical slashing, piercing and bludgeoning weapons.

Avatar of War

At 20th level you can open a portal in your heart, from it Carturix spills forward, using your body and your will like a sword seeking heats to cut down. Using an action, you open this portal, summoning forth a scarlet shade that spreads from your heart and surrounds your body. You gain the following benefits for 1 minute:

  • You gain 1 additional attack when you take the Attack action on your turn.
  • You score a critical hit with melee weapons on a natural roll of 19 or 20.
  • You have resistance to all damage.
Section 15: Copyright Notice

Mystery Cults: Sobek, Copyright 2021, Bloodstone Press

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