Paladin
Base Class: Paladin

Your mission, guide all that are lost, those evil, those good. All are apart of the same balance. You reap the forgotten lost souls and help guide them to the afterlife. This Oath is normally taken by those of the underworld and nine hells. Those who are a neutral cause in help the evil find justice, and the good be honored. The balance between the mortal and forgotten realms helps you move alongside time. You are the guide, nothing more, nothing less.

Help shine light in dark, and dark in light. Remain at balance.

Help and guide all those who are lost.

The connection to people's fate and lost are one in the same, fate should be still and unmoving.

Level 3: Oath of Soul Reaping Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Soul Reaping Spells table, you thereafter always have the listed spells prepared.

Oath of Soul Reaping Spells
Paladin Level Spells
3 Guiding Bolt, Sanctuary
5 Silence, Gentle Repose
9 Revivify, Speak With Dead
13 Death Ward, Guardian of Faith
17 Hallow, Commune

Level 3: Imbue Balance

As an Action, you can expend a Channel Divinity, A single target in sight of you must make a Wisdom Saving Throw, DC: (10 + Spellcasting Bonus + Proficiency) Failure, you and this creature both go Unconscious until your next turn. In this state you see all their memories in the last twenty-four hours. The creature after waking up also sustains disadvantage on Wisdom Saving Throws for the next minute.

Furthermore you gain advantage on Wisdom Saving Throws for the next minute. 

Additionally, if you choose to expend two Channel Divinity, the target also is dealt (4d6) Physic Damage.

Reaper's Order

You gain the following attributes: 

Advanced Undead: As the Reaper, you gain hit points from Necrotic Damage.

Deadly Hands: Lay on Hands is considered an attack and deals Necrotic Damage. 

Free Passage: You do Necrotic Damage as your divine strikes, and always have the ability to speak with the dead.

Radiant Endeavor: You gain vulnerability to Radiant Damage.

Level 7: Aura of Reaping

All enemies inside your Aura of Protection are dealt (2d8) Necrotic Damage at the end of your turn, any creature considered an enemy on entry of your Aura of Protection are dealt the same damage. This attack ignores resistances.

In addition, if their are more than two enemies in your Aura of Protection you gain a +1 to your Strength modifier.

Level 15: Fate'd Strike

When you choose to attack, if their is an adjacent enemy you can choose to strike at both in a single melee attack. Additionally, as an Reaction you can choose to disarm these targets. The target must make a Dexterity Saving Throw: (10 + Strength Modifier + Proficiency), or drop whatever's in their hand. 

Your basically cutting there hands making them drop whatever their holding to prevent further conflict.

Level 20: Guiding Mist

As a Bonus Action, you can expand your Aura of Protection by 10ft, you additionally gain 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 Rest. You can also restore your use of it by expending a level 5 spell slot, (no action required).

The Toll. Any creature inside your Aura of Protection is marked. You know exactly where that creature is physically, and their hit points for the next 10 minutes. A creature with no soul isn't effected. (Undead)

The Unpaid. Whenever an enemy starts its turn in the aura, that creature obtains the Blinded condition.

The River. All allies obtain the Advanced Undead condition. "" All allies gain hit points from Necrotic Damage ""

Comments

Posts Quoted:
Reply
Clear All Quotes