Paladin
Base Class: Paladin

Paladins who have taken the oath of the count live by four principles 

secrecy

these paladins swear not to reveal the secrets of their ancient masters as to avoid their hunt

drink the blood of your enemies 

even non-blood thirsting creatures participate in the drinking of their enemies blood as a symbol of their superiority 

Be Unfazed 

a true harbinger of death should shroud themselves in an impenetrable shield of unreadable calmness

spare none

to leave one unworthy of life to continue theirs is a crime and insult to both you and them

Channel divinity

After hitting a opponent you may expend one of your channel divinities to do one of the following 

True fear

Your terrifying aura manifests in a a cone reaching 15ft in front of you, the creature you just hit as well as any creature in the cone coming from your strike must succeed on a constitution saving throw or suffer 1d10 plus your charisma bonus psychic damage and the fear condition, on a passing save they take half the damage and are not scared.

vampiric strike

Heal by half of the damage just dealt to your target plus your charisma modifier plus your paladin level.

channel divinity at higher levels

at level 8 your vampiric strike heals the full damage of your weapon attack plus your charisma bonus plus your paladin level, vampiric strike heals can now be distributed between you and allies.at level 8 true fear also deals 1d10 more damage.

Aura of vampiric resistance

You and any allies within 10ft of you have resistance to cold, psychic, necrotic, blunt, and slashing damage, however any attacks of type fire or piercing have advantage against you and prevent you from using your channel divinity next turn of combat, this also applies to weapons made of wood.

Harbinger of darkness

Untouchable 

While in dark areas If your enemy fails an attack roll on you while you are in darkness you may take a reaction to take an opportunity attack at advantage that triggers vampiric strike or true fear without expending a channel divinity. In darkness your ac is +2.

Fear the dark

while In darkness you may take a bonus action to move to an un-occupied space in darkness within 30 ft of you. Enemies must make a perception check to find you, on a fail you have advantage on you next attack against them if it is in the next turn of combat.

Dark lord

As a bonus action, you can imbue your aura of protection with holy power, granting the benefits below for 10 minutes or until you end them no action required once you use this feature you can’t use it again until you finish a long wrist. You can also restore your use of it like spending up Level five spell slot. No action required.
Death, incarnate

any enemies in your aura must make a charisma saving throw or be frightened, they can repeat the throw each turn.

Freezing presence

any enemies starting their turn in your aura also take cold or necrotic damage equal to your charisma modifier plus your proficiency bonus.

Beast-like motivation

as long as at least one bloodied creature (enemy or willing ally) is in your aura you do 1d10 plus your charisma modifier of healing each turn which can be distributed between you and allies (cannot heal willing ally).

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