Unholy Sense
As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 2 times per long rest.
While you are wearing armor, you gain a +1 bonus to AC.
You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 12, Spell Attack +4). You can use a unholy symbol as a spellcasting focus.
You gain oath spells based on your level that are always prepared and don't count against your daily number of prepared spells.
While you are conscious, you grant all friendly creatures (including you) within 10 ft. a +1 bonus to all saving throws.
While you are conscious, friendly creatures (including you) within 10 ft. can't be charmed.
Your oath allows you to channel Arcane energy to fuel magical effects. When you use your Channel Arcane Power, you choose which option to use. You must then finish a short or long rest to use your Channel Arcane Power again. Some Channel Arcane effects require saving throws (DC 12).
/Short Rest
Multi attack. 2 with Scimitar of Wounding
Scimitar of Wounding. Melee Weapon Attack: +7 to hit, reach 5 ft., # target. Hit: # (1d4 + 4) [Slashing] damage.
Scimitar of Wounding. Melee Weapon Attack: +7 to hit, reach 5 ft., # target. Hit: # (1d4 + 4) [Slashing] damage.
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra Necrotic damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against Clerics or Celestials (max 6d8 total).
You can expend a use of your Channel Arcane Power to fuel your spells. As a bonus action, you touch your unholy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 2. You regain all expended uses when you finish a long rest.
You are immune to disease and Posion.
You gain two Channel Arcane Powers options:
Cursed Weapon - As an action you can imbue a weapon with Negative energy. For 1 minute, the weapon is considered magical, you add +1 to attack rolls, it emits Black aura. You can end the effect as part of any other action, if you are no longer holding the weapon, or if you fall unconscious.
Turn the holy - As an action, you can censure Clerics and Celestials. Each Celestial or Cleric that can see or hear you within 30 ft. must make a WIS saving throw (DC 12). On failure, it is turned for 1 minute or until it takes damage.







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