Oath of Infection (5e Subclass)
Oath of Infection
Paladin Subclass
| Paladin Level | Spells |
|---|---|
| 3rd | Ray of Sickness, Inflict Wounds |
| 5th | Crown of Madness, Ray of Enfeeblement |
| 9th | Vampiric Touch, Stinking Cloud |
| 13th | Sickening Radiance, Confusion |
| 17th | Contagion, Insect Plauge |
Your Infection save DC = 10 + Con modifier.
Infected Hands
When you take this oath at 3rd level, your Lay on Hands fails, turing vile and sick. It can now be used to deal extra poison damage on any melee attack, drawing damage points from the pool of infection.
Contagious Smite
When you take this oath at 3rd level, you can choose to deal poison damage instead of radiant when using divine smite.
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Infect. As a 1 minute ritual, the paladin targets a non-infected NPC or monster who isn't immune to disease and attempts to infect them. Con save of against the paladin's infection DC to avoid infection. When infected they must do as the paladin commands until the paladin dies or they are cured. All infected gain resistance to poison damage or immunity if they are already resistant. They also are immune to disease for the duration of the infection. The paladin can only infect creatures of a challenge rating equal to or less than it's level.
Wave of Sickness.
As an action, the paladin pushes extreme feeling of sickness onto an uninfected creature who isn't immune to disease or poison, within 10 ft, who then makes a con save against the paladin's infection DC, failure causing the target to throw up and falls unconscious until cured or waiting a number of rounds equal to the paladin's charisma modifier.
Vile Aura
Starting at 7th level, any creature within 10ft at the start of paladin's turn takes Poison damage equal to paladin charisma modifier, increasing to 30 ft at level 14.
Aura of Sickness
Starting at 15th level, on it's turn, the paladin can use an action to force symptons onto surrounding creatures within 10 ft whom aren't immune to poison or disease, con save against the paladin's Infection DC (roll 1d4 to decide effect) 1 - Lightheaded. Dis on Dex related as dizzy. 2 - Ache. Dis on Str related as feel weak. 3 - Migraine. Dis on Int related as can't think. 4 - Sweating. Dis on Cha relate as look/feel awful. The target can keep making the save on their turn until they succeed. This counts as a disease, therefore can be cured like one. The range increases to 30 ft at 17th level. This can be used an amount of times per short rest equal to the paladin's charisma modifier.
Consuming Sickness
Starting at 15th level, you have spent so much time using and spreading sickness, it becomes a part of you. You are now immune to poison damage and disease.
