Paladin
Base Class: Paladin

This order of Paladins had their origin in the second world that was created, before Moon and Sun divided the Skies. They were known as noble heroes who brought forth the might of the Trinity to their people. 
Ancient, little is known today about those Paladins, since the order found a burning end when the Kavari were locked inside the hollow.

Divine Forge

At 18h level, you perfected the form of the great Ram. Whenever you use your Warcall of the Trinity feature, you gain those additional effects. The transformation lasts for the duration of your Warcall of the Trinity feature.
- You gain immunity to fire damage
- Your movement speed increases by 10 feet
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- You can't be restained, paralyzed, petrified or incapacitated and any attempts to do so fail

Channel Divinity

Singularity of Life
You channel your inner divinity to cast one healing spell that you have prepared. You always heal the maximum amount of health with this channel divinity.
Additionally, the creature affected by your healing deals half of your charisma modifier (min. of one) on his next turn as bonus damage.

Warcall of the Trinity
Your Size increases by one and for one Minute, you have advantage on all strenght checks and saving throws.
Two twisted horns grow from your head, who are covered in fire. As a Bonus Action on the  turn you use this feature, you can use those horns to throw an enemy in a direction that you choose. Your strenght score + proficiency is your attack roll for that attack.
Creatures that are hit take 2d10+your Charisma modifier fire damage and have to make a 8+CHA+Proficiency strenght saving throw or get knocked in a random direction of your choice, where they fall prone.

Aura of the Trinity

Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to Necrotic damage. This Aura increases to 30ft at lvl. 18.

Singularity of Death

Starting at 15th level, you can call forth the might of the singularity of death once per long rest. As a Bonus action on your turn, you can unleash the Chains of Callyra. Up to three enemy creatures that you can see within 30ft of you have to make a DC 18 DEX saving throw or be incapacitated until your next turn and take 2d10 fire damage, or half as much if they suceed on their safe

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