Oath of the Plaguetouched

After suffering an attack by a darakhul, you were infected with the dreaded—and generally fatal—darakhul fever. As you felt your life draining away and the grasp of eternal undeath clenching its cold fingers around your heart, you called out to any power that would answer your prayers. You pledged that you would do anything asked of you, if only you would be spared this fate worse than death.

That prayer was answered. The source of that answered prayer is not known, but its power flowed through you, helping you drive off the horrible unlife that was your fate. That power flows through you still.

It drives you to defend innocents from the scourge of undeath, and it provides special powers for you to use in that fight.

Restriction: Non-Darakhul

You can choose this paladin sacred oath only if you are not a darakhul.

Tenets of the Plaguetouched

Paladins following the Oath of the Plaguetouched share these tenets.

Bravery. In the face of terrible creatures, you stand like a wall between them and the innocent people whom those creatures would devour or transform.

Stop the Spread of Undeath. Fight to ensure the undead don’t snuff out the light of life in the world.

Relentless. Creatures of undeath never tire; you must remain vigilant.

Mercy. Those who suffer disease must be cared for. If you could survive certain death, so can they. But when it is clear they are about to transform into a monster, you must end their suffering quickly.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Plaguetouched Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Plaguetouched Spells
Paladin Level Spells
3rd Bane, protection from evil and good
5th Enhance ability, lesser restoration
9th Life from death*, remove curse
13th Blight, freedom of movement
17th Greater restoration, hold monster

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Protective Aura. As a bonus action, you summon forth your power into a shining aura around yourself.

For 1 minute, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, each hostile creature within 5 feet of you has disadvantage on its first attack roll each turn that isn’t against you. If the hostile creature is undead, it instead has disadvantage on all attack rolls that aren’t against you. You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.

Turn Undead. As an action, you present your holy symbol and call upon your power, using your Channel Divinity. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Aura of Radiant Energy

Beginning at 7th level, you and your allies within 10 feet of you have resistance to necrotic damage. In addition, when you or a friendly creature hit an undead creature within 10 feet of you with a melee weapon attack, the attacker can choose if the attack deals radiant damage or its normal type of damage.

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

Bulwark Against Death and Disease

Starting at 15th level, you can expend only 1 hit point from your lay on hands pool to cure the target of a disease. In addition, your hit point maximum can’t be reduced, and you have advantage on saving throws against effects from undead creatures that reduce your ability scores, such as a shadow’s Strength Drain.

Scourge of Undeath

At 20th level, as a bonus action, you can become a scourge to undead. For 1 minute, you gain the following benefits:

  • The bright light shed by your Protective Aura is sunlight.
  • You have advantage on attack rolls against undead.
  • An undead creature in your Aura of Radiant Energy takes extra radiant damage equal to twice your Charisma modifier (minimum of 2) when you or a friendly creature hit it with a melee weapon attack.

Once you use this feature, you can’t use it again until you finish a long rest.

Section 15: Copyright Notice

Tome of Heroes ©2022 Open Design LLC; Authors: Celeste Conowitch, Jeff Lee, Sarah Madsen, Ben McFarland, Kelly Pawlik, Brian Suskind

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