Base Class: Paladin
You have the power to steal the lifeforce of others, combining the powers of the necrotic and radiant into a single powerful warrior.
This was meant to be an alternate Oathbreaker, for someone who didn't want to play a character that buffs zombies but has a hard time summoning them. It really just turned out looking like a healer who wants an excuse to deal damage.
Lifetaker Paladins are the ones who work outside of their gods' domains; the ones who do what needs to be done. Most lifetakers don't take their path as their first path. Most lifetakers are Paladins who have been redeemed from corruption, whether it be from a fiend, the Shadowfell, a rival god, or even from a broken oath.
Tenets of the Lifetaker
You are your god's agent. You do what your god (or whatever force you serve) needs done, even if it goes against what your god stands for.
No fear shown. You must have extreme resolve in the face of danger.
You will kill. Sometimes, those who you fight must pay the ultimate price. Not every ending gets to be a happy one.
Channel Divinity
Vampiric Smite: When you use the Divine Smite feature, after you see the roll for the attack, but not before you know if it hits, you may use your Channel Divinity to alter the properties of your smite. You may change the damage type to necrotic, and you add points to your Lay on Hands pool equal to the radiant or necrotic damage dealt.
Protector of Death: As a bonus action or reaction, you may touch a dead creature. That creature's body withers and dries, and it cannot be resurrected or raised as undead by anything that does not fashion a new body. If you use this feature on an undead creature, that creature takes 3d8 radiant or necrotic damage. (Your choice).
Aura of Devouring
You emanate a devouring aura that steals the life out of enemies around you. So long as you aren't incapacitated, at the beginning of each of your turns, one hostile creature, chosen at random, takes your choice of Radiant or Necrotic damage equal to your PB + your Charisma modifier. You replenish points to your Lay on Hands pool equal to the damage dealt.
All-Seeing Hunter
Your ability to hunt your enemies becomes uncanny. You gain 20 ft of Truesight.
Whenever you hit an invisible or disguised creature with a melee attack, you nullify the effect making them invisible or disguising them. You deal an additional amount of Radiant or Necrotic damage (your choice) equal to the spell's level, and you restore hitpoints to your Lay on Hands pool equal to the total damage dealt. (Including attack's damage).
Conduit of Life
Your lifetaking powers overflow, and you become the ultimate conduit of life and death. As a bonus action, you can enter a state where you gain the following powers for 10 minutes.
- You can use Lay on Hands as a bonus action.
- Whenever you deal damage, half the damage dealt, rounded up, is added to your Lay on Hands pool. If you have another feature adding this damage to your Lay on Hands pool, both this feature and the other feature add those hitpoints.
- All damage you deal can be converted into either Radiant or Necrotic damage.
- Whenever you deal Radiant or Necrotic damage, add an extra 1d8 damage of that damage type.
Once you use this feature, you can't use it again until after a long rest.
-
View User Profile
-
Send Message
Posted Feb 2, 2022Might want to nerf aura damage, but make it non-random. Truesight range might also need to be reduced to 10 ft. Not for balance, but to prevent the player from seeing the BBEG sitting invisible in the corner.