Paladin
Base Class: Paladin

Forged from the fires of chaos by an Illithid Prince and a crazed necromancer, the Order of the Hand strive for domination.

Wrath - Anyone who sides with, supports or stands near the ones you hunt are just as guilty as the them, and they will not be spared.
Terror - Fear is a tool to be used often and with great relish.
Determination - When you choose your path, you do not slow; you do not deviate; and you never stop.

Relentless Hunter

As an action, you declare your intent to destroy a creature within 60 feet of you. The creature makes a Charisma saving throw. On a failed save, the creature is unable to conceal itself through any means and cannot take the dash action for 1 minute. On a successful save, the creature has disadvantage on Stealth checks for the same period of time.

Divine Destroyer

As an action, you channel divine energy into your weapon changing its damage die to 2d8 for 1 minute. It also also becomes a magic weapon as well as a siege weapon for the duration if it is not one already.

Aura of Terror

At 7th level, any creatures you choose that comes within 10 feet of you must make a Wisdom saving throw or be Frightened until the end of your next turn and the area encompassed by your aura becomes dim light for them. If a creature succeeds on the saving throw they are immune to the effect for 24 hours.

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

Strength through Fear

At 15th level, you gain advantage on your attack rolls against any Frightened creatures and can add your Charisma modifier to damage rolls for those same creatures.

Avatar of the Hand

At 20th level, you take on the appearance of one who can lay waste to all before them for 1 minute.

  • You radiate necrotic flames and damage all those in your auras radius at the end of their turns (1d8)
  • You movement speed increases by 10 feet.
  • You gain 5 temporary HP for every Frightened creature within your aura at the end of your turn.

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