Base Class: Paladin
The Oath of the Vessel is an oath taken by a paladin at birth due to a special bloodline connection to certain Pale Beings. From the Abyss all Oath of the Vessel Paladins' siblings and parents rose as a being composed of Void and darkness to the surface of the world with one goal: to capture and rid of the infections plaguing the world. Your ancestors, the White Lady and Pale King, gave you the special ability to harness the Soul, or life force of all beings, and send it back out as devasting attacks or helpful mending. These traits were passed onto a Paladin from their parents, and they have the same desire to save others from all evil. Naturally, having such a familial connection to their oath, all Oath of the Vessel Paladins treat each other as family and lend a helping hand to one another when able.
Tenets of the Vessel
Although not by choice Paladins of this oath will conduct themselves according to these tenets.
Sacrifice. The safety of others comes before yourself.
Purity. Act without malice of any extreme extent.
Devotion. Carry out the duty given to you at birth in order to protect the world.
Siphon Soul
At 3rd level whenever you make your first successful attack against a non-undead you gain one Soul. At any given time you may only have 9 Soul.
Soul Abilities
At 3rd level you may manipulate your acquired Soul Points into powerful abilities.
Focus: Focus collected Soul to repair your armor and heal damage. As a bonus action you may expend 3 Soul to regain hit points equal to 1d12 + your paladin level.
Vengeful Spirit: Conjure a spirit that will fly forward and burn foes in its path. As an action you may expend 3 Soul to create and send a radiant ball of energy in a straight 30 foot line. All creatures within the path must make a dexterity saving throw against your spell save dc. A target takes 4d8 radiant damage on a failed save and half as much on a successful one.
Desolate Dive: Strike the ground with a concentrated force of Soul. As an action you may expend 3 Soul to make an attack roll: leaping 30-feet-high into the air and then plunging down to create a devastating blow. First, all airborne creatures hit within a 10-foot-radius cylinder centered on you are grounded and take 2d8 radiant damage and then all creatures hit within a 15-foot-radius circle centered on you take another 2d8 radiant damage. If performed while falling you may make the attack rolls all the same, but after damage has gone through you instantly land on the ground and all fall damage is negated. Additionally when using this ability to break the ground you may perform the attack roll with advantage.
Howling Wraiths: Blast foes with screaming Soul. As an action you may expend 3 Soul to make an attack roll on a target within 30 feet above you. When hit a target takes 5d8 radiant damage.
Improved Soul Abilities
At 7th level you may manipulate your acquired Soul Points into even more powerful abilities. In addition your maximum Soul is increased to 12 Soul at any point.
Improved Focus: Focus collected Soul to repair your armor and heal damage. As a bonus action you may expend 3 Soul to regain hit points equal to 2d12 + your paladin level.
Shade Soul: Conjure a shadow that will fly forward and burn foes in its path. As an action you may expend 3 Soul to create and send a radiant ball of energy in a straight 30 foot line. All creatures within the path must make a dexterity saving throw against your spell save dc. A target takes 4d8 radiant and 4d8 necrotic damage on a failed save and half as much on a successful one.
Descending Dark: Strike the ground with a concentrated force of Soul and shadow. As an action you may expend 3 Soul to make an attack roll: leaping 30-feet-high into the air and then plunging down to create a devastating blow. First, all airborne creatures hit within a 10-foot-radius cylinder centered on you are grounded and take 2d8 radiant and 2d8 necrotic damage and then all creatures hit within a 15-foot-radius circle centered on you take another 2d8 radiant and 2d8 necrotic damage. If performed while falling you may make the attack rolls all the same, but after damage has gone through you instantly land on the ground and all fall damage is negated. Additionally when using this ability to break the ground you may perform the attack roll with advantage.
Abyss Shriek: Blast foes with screaming Soul and shadow. As an action you may expend 3 Soul to make an attack roll on a target within 30 feet above you. When hit a target takes 5d8 radiant and 5d8 necrotic damage.
Hollow Knight
Once per each long rest you may absorb some energy harming you and your allies.
As a reaction you may give yourself and all friendly creatures within a 30-feet-radius sphere centered on you resistance to the triggering damage type until the start of your next turn. Piercing, bludgeoning, and slashing can not be the damage type chosen to gain resistance to.
Dream No More
As an action you may have the Void that makes up your body overcome your Soul and completely obliterate target creature.
Target creature within 30 feet automatically falls to 0 hit points as you unleash one last ultimate attack. After your last hurrah you too fall to 0 hit points and fail 3 death saving throws.
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