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Oath of the Far Realms

Oath Spells

Paladin level  Spells
3rd  cause fear, arms of hadar
5th  detect thoughts, phantasmal force
9th  hunger of hadar, tongues
13th  dimension door, confusion
17th  telekinesis, synaptic static

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Whispers of the Old Gods. As an action, the whispers of the elder creatures surge forth from your body. All hostile creatures within 15 feet of you must make a Wisdom saving throw. A creature takes psychic damage equal to 1d10 + your paladin level on a failed saving throw, and is frightened for 1 minute or until it takes damage, At the end of each of its turns, the target can make another Wisdom saving throw, ending the effect on a success.   Old God's Grasp. As a bonus action, you summon forth spectral tendrils from the void to grasp a creature within 60 feet of you. It must succeed on a Strength saving throw or its speed is reduced to 0 as it's hoisted 5 feet into the air by the dark tendrils. The creature remains suspended and takes psychic damage equal to your Charisma modifier at the start of each of its turns. The creature repeats the saving throw at the end of its turns, ending the effect on a success.

Aura of Mind Speak

Starting at 7th level, you and friendly creatures within 10 feet of you you have advantage on Intelligence and Charisma saving throws.   Additionally, you can communicate telepathically with any creature inside your aura while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Alien Mind

Starting at 15th level, your thoughts can't be read by telepathy or other means unless you allow it.   Additionally, your prolonged exposure to elder madness has tuned your mind; you are immune to to madness and have advantage on saving throws against being charmed.

Unknowable Avatar

At 20th level, you can assume the form of a nigh incomprehensible elder being. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
  • You emnate an aura of maddening energy. Creatures of your choice that start their turn within 30 feet of you take 2d6 psychic damage. This damage increases to 4d6 if the creature is frightened or stunned.
  • When you hit a creature with a melee weapon attack, you can use a bonus action to overwhelm their mind. The creature takes additional psychic damage equal to your Charisma modifier, and must succeed on a Wisdom saving throw or be stunned until the end of your next turn.
Once you use this feature, you can't use it again until you finish a long rest.

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