Paladin
Base Class: Paladin

Paladins who take the Oath of Einherjar believe their life is a trial and they need to prepare for a grand battle of their life. They tatto their own body with runes and magical symbol. These runes represent thier believe  faith and ideals, some also carve their story, family crest, teneth and oath to their own body.

They train diligently at day, but they spend their night in big meal and drink as they only life for the day. They charge towards their enemy with courage and abandoning their safely. They believe dying on a worthy battlefield is an honor. 

 

Teneth

Live as if you were to die tomorrow.

Nobody shall prevent a person to life their life to the fullest, as long as it does not bother other people.

Train as if you were to live forever.

Train as hard as you can during the day for this life is a trial and one day we all will face our own ragnarok.

Courage. 

Never fear to act, though caution is wise.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Fruit of training. As a bonus action, you activate your rune tatto and if you did not wear any heavy armor you can choose up to 3 type of damage and gain resistance to it. You can choose 1 more damage type should you continue to gain 2 level in this class. 

Lv.5 = 4 resistance

Lv.7 = 5 resistance

And so on.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Aura of Recklessness

Starting at 7th level, you and friendly creatures within 10 feet of you can do Reckless Attack.

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

Magic resistance

Beginning at 15th level, ou have advantage on saving throws against spells and other magical effects.

Destined to face the Ragnarok.

You understand, know well and embrace your destiny. Now you can face death with a smile on your face, with your sacrifice, the people you love could continue to live on.

As an action you can perma death your pc as they use their life force to extinguish the evil they face. Each creature in a 20-foot-radius sphere centered on you must make a Dexterity saving throw. A target takes

the hp you've lost times d4, example: current hp is 50/120 , so you roll 70d4

force damage on a failed save, or half as much damage on a successful one.

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