Paladin
Base Class: Paladin

Upon taking up the mantle of Dread, you gain all the powers and prowess that comes with it, You will learn to bring fear in to the heart of your enemies.

Channel Divinity

You gain two Channel Divinity options:

War - As an action You attempt to bolster strong emotions in a group of creatures for 1 minute. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target hostile about creatures of your choice that it is friendly toward. If the creature is attacked or harmed by a spell or if it witnessed any creature that they would normally consider their friends being harmed it makes a new Charisma saving throw against the condition, If the saving throw succeeds, the condition ends. When the spell ends, the creature becomes friendly again, unless the GM rules otherwise


On a Pale Horse - As an action, you summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space next to you. the steed takes on a form that you choose, such as a Warhorse, a pony, a camel, an elk, or a Mastiff, when you reach 11th level in paladin the spirit can take on a form you choose: a griffon, a Pegasus, a peryton, a dire wolf, a rhinoceros, or a saber—toothed tiger. (Your DM might allow Other Animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a Celestial, fey, or fiend (your choice) instead of its normal type additionally it gains five times your paladin level in hit points and uses your spell attack modifier to hit, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. it shares your initiative and acts as a controlled mount unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
Your steed serves you as a mount, both in Combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that Targets only you also target your steed.

When the steed drops to 0 Hit Points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an Action, causing it to disappear. In either case, using this feature again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with it telepathically.

You can't have more than one steed bonded by this feature or the find steed or greater steed spells at a time. As an Action, you can release the steed from its bond at any time, causing it to disappear.

 

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Horseman Spells
Paladin Level Spells

3rd

arms of hadar, sanctuary

5th

hold person, warding bond

9th

fireball, fear

13th

Blight, deathward

17th

cloud kill, geas

Aura of Pestilence

Starting at 7th level, you constantly emanate a sickening aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. (While riding your bonded steed this range extends to 15ft)

hostile creatures inside the aura become plagued, while plagued this way the hostile creature can’t regain hit points. 

while in the aura the attacks from your pale horse count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Rider of the last Days

Starting at 15th level, while riding your pale horse, you have advantage on initiative rolls and can’t be surprised.

Additionally, you don't require food, water and no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as tending to your pale horse and keeping watch.

The Pale Horseman

At 20th level, you can assume your true form as the Rider of Death. Using an action while riding your steed, you undergo a transformation. this last for 1 minute and you and your steed gain the following benefits:

  • You have advantage on attack rolls made against any creature that does not have all its hit points bringing them closer to death.
  • Friendly creatures on your aura have advantage on death saving throws and regain 1 hit point if you roll 19-20 on the save.
  • You can add your charisma modifier on any check you make to remain mounted, In addition Difficult Terrain doesn't cost your steed extra Movement and, magic or other means can neither reduce your steed's speed nor cause it to be Paralyzed or Restrained.
  • Whenever you command your steed to attack it now benefits from your improved divine smite feature.

Once you use this feature, you can't use it again until you finish a long rest

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