jackhaydock / Jackalope_Homebrew

Homebrew content for DnD 5e
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Subclass: Oath of Madness Paladin (Wild Magic) #13

Open jackhaydock opened 1 year ago

jackhaydock commented 1 year ago

Oath of Madness Paladin

A bit like the joker and the "All it takes is one day" thing.


Features

Oath of Madness

While others may cling to the ideas of order and sanity, some believe that these are little more than fragile illusions. All it takes one little push, to collapse the most stable civilizations, institutions and minds to ruin. It is their duty to remind the world of this undeniable fact. This is the Oath of Madness. Paladins of this oath devote themselves to elaborate demonstrations of chaos and madness, breaking the minds, rules and conventions of those around them and exposing the knife edge upon which their world views rest.

Tenets of Madness

Though the exact words and strictures of the Oath of Madness vary, paladins of this oath share these tenets.

Anarchy is Just. Chaos does not disproportionately benefit some people over others, it consumes all regardless of perceived power, titles or wealth.

Change is Necessary. The multiverse doesn't care about your well laid plans, be prepared to change anything and everything when needed, no matter the cost.

Order is Fragile. The foundations of order, sanity and civilization are often, just one mistake, one bribe, one little push, away from crumbling back into dust.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Madness Spells Paladin Level Spells
3rd dissonant whispers, tasha's hideous laughter
5th crown of madness, phantasmal force
9th enemies abound
13th phantasmal killer, staggering smite
17th

Choose two each

Channel Divinity: Maddening Glare

You can use your Channel Divinity to break the mind of creatures around you. As an bonus? action, you can choose a number of creatures up to your proficiency bonus that you can see within 60ft that are not undead or construct. Each creature must make a Wisdom saving throw, or it must roll on the Madness Effect table below, gaining the associated effect at the start of their next turn. A creature can repeat the saving throw at the end of each of its turns, removing the effect on a success. The effect is also removed early a creature is targeted by the lesser restoration or greater restoration spell.

Limit to 1 min? OR have an additional effect if the creature is still mad after 1 min Maybe allow targeting multiple creatures (prof bonus?)

1dx Madness Effect
1 The creature becomes distracted by strange images or sounds that only it can perceive. The creature has disadvantage on attack rolls and ability checks.
2 The creature experiences an overpowering urge to eat something strange that it can see such as dirt, slime, or offal. The creature must spend its turn attempting to do so.
3 The creature is convinced that the nearest Medium or larger object that is not being worn or carried is attempting to kill them. The creature must spend its turn attempting to destroy the object by any means available to it. If object is destroyed before the effect ends, a new object becomes their target.
4 The creature believes they are a random simple beast, such as a cat, rabbit or sheep, and cannot be convinced otherwise. The creature's Intelligence, Wisdom and Charisma scores are become 6, unless they are already lower. The creature cannot speak, cast spells or perform any actions that a simple beast cannot, such as those granted by their class, race, feats or magic items. If the creature takes the Attack action, they can only make a single unarmed strike, attempting an attack appropriate for the beast it believes itself to be, such as a bite or ram.
5 The creature retreats inside its own mind and is paralyzed.
6 At the start of each of its turn, the believes it cannot breathe in its current environment and must spend its turn attempting to reach a different environment, such as air or water, but is otherwise incapacitated. If the creature successfully reaches the other environment, it ends it turn.
7 The creature cannot stop babbling or screaming but is otherwise stunned.
8 The creature is convinced that its identity is actually that of the nearest creature it can see. It must spend its turn attempting to convince anyone it sees that the other creature is an imposter.
9
10
11 The creature believes it is a captive during a daring rescue attempt. At the start of each of its turns, the creature is charmed by a random creature it can see within 30ft and becomes frightened by every other creature that it can see. The creature must spend its turn attempting to reach the creature it is charmed by if it is able to do so, otherwise it screams for help and ends its turn.
12 The creature believes that you are the one and only god. WIP

Channel Divinity: Unnerving Laughter

You can use your Channel Divinity to unleash a psychotic laugh. When you hit a creature or object with a weapon attack, you can use your Channel Divinity to force all creatures within 15ft that can hear you to make a Wisdom saving throw. On a fail, a creature takes 3d6 psychic damage. Frightened?

Channel Divinity: Rule of Anarchy ALT to above

As a bonus action, you can use your Channel Divinity to impose chaos on the world around you. For the next minute, whenever you see a creature within 30ft make an ability check or attack roll, you can use a reaction to force that creature to reroll the d20, the creature must then take the result of the new roll. concentration?

Aura of Madness

Starting at 7th level, you are constantly emanating a maddening aura. The aura extends 10 feet from you in every direction, but not through total cover. When you see a creature end its turn within the aura, you can use a reaction to use your Maddening Glare feature on that creature without expending a use of your Channel Divinity. When you use Maddening Glare in this way, you only target the one creature and any resulting effect ends early if the target ends its turn outside your aura.

At 18th level, the range of this aura increases to 30 feet. Maybe something else instead of just reusing the same feature Maybe upon entering the aura instead?

Aura of Madness Alt

Starting at 7th level, you are constantly emanating an unnerving aura. The aura extends 10 feet from you in every direction, but not through total cover. When a creature you can see within the aura makes a Wisdom check or saving throw, you can impose a penalty on the roll equal to your Charisma modifier.

At 18th level, the range of this aura increases to 30 feet. Disadvantage instead? Too similar to CDs?

15th level feature TBD

20th level feature TBD


Discarded Features kept here in case I want to reuse them

jackhaydock commented 1 year ago

Maybe involve space clowns in some manner