Base Class: Paladin
Only a paladin particularly devoted and close to its deity can become a vessel. Gods can occupy their vessels and act through them, either for their own reasons or to help the paladin.
Divine Occupation
Through your devotion, your god gains the ability to occupy you, the vessel. At moments that are particularly important to your god, the DM will ask you to roll a d20 for occupation. The initial DC is 5, but this DC increases by 1 with every check. Upon a failure or a long rest, the DC resets to 5.
This cannot occur in combat. A +2 bonus is added to every ability check or saving throw while possessed.
When possession begins, roll a d8 and subtract your charisma modifier. The result is the number of minutes for which you are possessed, with a minimum of 1.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
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5th |
|
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9th |
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13th |
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|
17th |
Power of the Vessel
Starting at the 7th level, your god’s power can rush into you and aid you in combat. For a number of melee attacks equal to your proficiency bonus every long rest, you can automatically deem the attack a critical hit if it succeeds. The slot is expended regardless of whether you fail or succeed the attack roll.
You must choose to do this before you make the attack roll.
Divine Invitation
Beginning at 15th level, you can voluntarily trigger a possession as detailed in divine occupation. You may do so in combat.
You can only do this twice per long rest.
Complete Occupation
At 20th level, as an action, you can take the form of your god for one minute. While in this form, you have resistance to necrotic and radiant damage. Additionally, the Fear spell is cast on every enemy in a 30 foot radius. Every ally in a 30 foot radius is given 2d8 temporary hit points.
You can do this once every long rest.
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