Paladin
Base Class: Paladin

You believe in the power of alcohol, parties and old school cars, you lug around a bat infused with the power of a thousand caved in skulls and give of bad vibes

Aura of bad influence

At 7th level you give of a 10tf (30ft) aura of exaggerated violence, all creatures in this aura can add half YOUR charisma modifier (rounded up) to their weapon damages, as long as they stay in the aura they also have the choice to reckless attack (advantage on attack but everyone gets advantage on attacks against you until next turn).

Heat of the moment

At level 15, you've tapped into a primal feeling of an emotion to the point it allows you to act at any point

Spite

Self preservation

Self preservation

When an attacker targets you with an attack, you can use your reaction to move a creature within unarmed reach of you anywhere else within unarmed reach of you

If the creature is placed between you and the attacker, the attacker instead targets the creature

If the attack should still hit you (e.g. lightingbolt) you instead take half damage while the creature takes full.

If the creature is unwilling to move it must make a strength saving throw which the dc is 8 + prof + cha +str. The creature has disadvantage on this throw if its not an ally

Spite

Whenever a creature hits you with an attack, if within meele range you can make a baseball bat attack, you cannot use spells or smites to increased increase the damage unless a spell is already active apon it

This takes no reaction to use

skull splitter

at level 20, as an action you become the master of your weapon, this makes it so that all creatures for 1 minute are vulnerable to your bat, any damage done by the bat specifically is doubled (modifiers included), after this condition ends you immediately gain 2 points of exhaustion. you can use this an infinite amount of times however if you get 6 points of exhaustion you die.

Channel divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

conceal with undead

as an action, you can expend your channel divinity to mask yourself as an undead creature of your choice, the creature type you disguised yourself as cant attack you, if you where not hidden from a creature when you cloak, every creature your disguise effects must make a intelligence check (dc = charisma save + 8), the creature immediately fails this save if their intelligence is 6 or under. this effect lasts for 1 minute. if you hit a creature it must make the intelligence  check again (or for first time) to determine if your a threat or not. creatures under 6 intelligence can only tell if your an impostor if you deal half of their max health in one attack.

sacred chug

as an action, you can expend your channel divinity to summon a keg of magic ale within 10 ft of you, you and another creature can use a bonus action to drink out of it, it has an amount of drinkable booze equal to your charisma modifier, once you've consumed the drink you gain the following abilities:

you gain advantage on charisma skill checks and saves, you have advantage on bold choices and athletics checks, however you have disadvantage of dexterity and initiative rolls.

unholy weapon

At 3rd you gain a custom weapon, the baseball bat. This weapon deals 1d8 (1d10) if you use it and 1d6 (1d8) if someone else does. You can modify it with items and materials you find to pack more of a punch or deal conditions. An example could be: barbed wire if added deals an extra 1d6 slashing damage and an additional 1d8 to undead and widows. The harder it is to fuse an upgrade with the bat, the longer or more experience it takes to gain its abilities.

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