Paladin
Base Class: Paladin

Holy Symbol:

Your Holy Symbol is cracked and it has a dark glow to it, seemingly absorbing light.

 

(Advanced Ruleset):

You can decide with your GM, that all healing spells (e.g. Cure Wounds) now only heal undead and contructs and otherwise deal necrotic damage instead to a creature. You can only heal yourself.

Also your body and soul is corrupted by necromatic energy, which alters your appearance, but also your spells and abilities. Starts at level 1.

Spells:

All Spells which would deal radiant damage, deal necrotic damage instead.

 

Divine Smite (Corrupted):

Your divine smite deals necrotic damage instead.

 

Lay on Hands (Corrupted):

Your once holy touch has become corrupted. As an action your "Lay on Hands" deals necrotic damage to an creature instead of healing it. This has no effect on undead or contructs. You can also target yourself as an action and heal yourself.

 

 

 

 

 

Channel Divinity

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

Deathgrip: As an action, you grab a creature (which you can see in a 60f radius) which is smaller or one size taler than you, telekinetically and pull it in a free space before you. The target must succeed a Strength Saving Throw to resist this effect. You can also move the creature upward, but not further than the maximum range of the spell (60feet). A lifted creature is suspended in mid-air for one minute as long as the caster is concentrating. While in the air the creature is considerd grappled and can make a wisdom saving throw as an action to break free from it.

Blood Ward: As an action, you can imbue one weapon that you are holding with necrotic energy, using your Channel Divinity. For 1 minute, your attacks deal 1d4 additional necrotic damage. Also whenever you hit an enemy with your meele weapon, you can expend one of your hit dice to heal yourself. The hit dice is consumed and cant be used at a short rest again. Your weapon 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.Starting at level 15 you can expend 2 hit dice and the damage increases to 2d4.

 

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

PALADIN LEVEL

SPELLS

3rd

shield, compelled duel

5th

silence, Aid

9th

Bestow Curse, Life Transference

13th

Aura of Life, Death Ward

17th

Danse Macabre, Hallow

Blood Tap

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

Heart Strike

When hitting an creature with an weapon attack, you can deal your strength modifier to all adjacent creatures as an reaction, and heal yourself based on the damage you caused to the adjacent creatures. Also You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.

 

Vampiric Blood

Beginning at 20th level, you don't fall unconscious when you are reduced to 0 hit points and not outright killed, but continue to fight on as normal, making death saving throws at the beginning of your turn.

Also whenever you deal necrotic damage to a creature, you gain temporary hit points equal to the necrotic damage dealt.

 

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