Base Class: Paladin
Tophet promises a world where lost loved ones can be reunited. To some, achieving that is worth any cost, devoting their lives to bring that world into reality. It is a painful oath, but death cuts deeper than any wound.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of A Better Future Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
shadowed protection, summon shadowspawn |
|
13th |
|
|
17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
The Ultimate Lifeform. As an action, you can unleash the divine energy within yourself, causing you to manifest aspects of Tophet’s dreadful power for 1 minute or until you end the transformation as a bonus action. Once you use this ability, you gain a point of exhaustion and you cannot use it again until you finish a long rest. Additionally, the DM can force this ability to activate at a plot-convenient time ;) and you cannot resist it nor end it early.
When you first transform, each creature that can see you within 30 feet must each succeed on a Charisma saving throw or become frightened of you. Those who have known you for a long time, aka your "friends", have disadvantage. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Charisma saving throw to end the effect on it.
Soul Rend. As part of your attack, you can pierce directly through a creature's soul. When you hit a creature with an attack and deal damage, you can choose to either change the damage type to necrotic damage or set the target's movement speed to 0 until the end of your next turn.
Aura of Death
Starting at 7th level, you and creatures within 10 feet of you have vulnerability to necrotic damage while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Chaos Blast
Beginning at 15th level, when you transform into the Ultimate Lifeform, you can violently unleash the dormant magic accumulated in your body. Each creature in a 20-foot radius centered on yourself must make a Dexterity saving throw (Spell save DC + your Strength modifier). Each target takes [your total level]d6 force damage on a failed save, or half as much damage on a successful one. When you, the user, take damage, half of the hit points that you lost cannot be healed back to you, as it takes a toll on your body.
Once you use this feature, you can’t use it again until you finish 1d4 long rests. When you complete those rests, the unhealable hit points are restored.
Grim Puppeteer
At 20th level, you can grasp a creature's soul and briefly control their actions against their will. As an action, you target a Huge or smaller creature that has a soul within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Paralyzed or Unconscious creatures automatically fail their saving throw.
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