Paladin
Base Class: Paladin

You are taking an oath to cause Calamity and destruction.

Calamity Soldier Subtype

Severs of Calamity start was 1 of the 4 subtypes of soldiers that follow it. Each Subtype details is below. Depending on your subtype you'll gain different Abilities and Oath Spells.

Arcum

You give up defense for range attacks. This subtype is pretty weak defense wise but has excellence offense. 

Concursus

You focus on more close-range attacks which deal more damage than other Subtypes. You also can play defensive when you want to.

Coniurare

You have gained to power to conjure many items and entities; you use these as pawns or weapons.

Veneficus

You focus on spells. You trade offense and defense for versatility. When you pick this Subtype, you gain the ability to cast spells from the Wizard Spell List. All of spells count as Paladin Spells for you though.

Oath Spells

You gain oath spells at the Paladin Levels Listed. You gain different spells based on your Subtype.

Paladin Level All SubTypes
3rd  Earth Tremor
5th Magic Weapon
9th Blink 
13th Locate Creature
17th Planar Binding, Planar Ally
Arcum

Paladin Level  Spell 
3rd  Guiding Bolt
5th  Scorching Ray  
9th  Call Lightning
13th   Black Tentacles
 17th  Cone of Cold, True Seeing

 

Concursus

Paladin Level  Spell
3rd  Inflict Wounds 
5th  Flame Blade
9th  Magic Circle
13th Death Ward
17th Wall of Force, Transport via Plants

 

Coniurare

Paladin Level   Spell
3rd   Fog Cloud
5th  Find Steed
9th  Spirit Guardians
 13th  Conjure Woodland Beings
 17th Conjure Elemental, Instant Summons

 

Veneficus

 Paladin Level  Spell
3rd  Alarm
 5th Arcanist's Magic Aura
 9th Glyph of Warding
 13th Wall of Fire
 17th Telekinesis, Circle of Death

 

Channel Divinity

You gain the following actions as long as you follow the requirements.

Beauty of Butterflies

Requirements: Your Subtype must be Coniurare and you must be level 10

You create illusions of Pink and Purple Butterflies. The Pink Butterflies are illusions while the Purple Butterflies are throwing Cherry Blossoms. When you use a bonus action, you can make a number of creatures up to your CHA modifier (Minium 1) to be Blinded. Also, if anyone start their turn within 15ft of you, they take 3d12 Slashing Damage.

Blade of Biomes

Requirements: Your Subtype must be Concursus

You swing magical energy of pure nature at your opponents. Depending on your Terrain you can use an action to attack and has a 5ft range unless stated otherwise. If you're in an urban settlement, it is the closest terrain is the action you can use. You add your CHA modifier when attacking.

Arctic

The damage is 2d8+2 Cold Damage. Also, the target must make a CON Save with the DC being equal to your CON Stat. If they fail, they cannot move on their next turn. Fiends automatically succeed on the Saving Throw and take half damage.

Coast/Underwater

The damage is 2d8+2 Bludgeoning Damage. Also you can do a grapple with a range of 10ft instead of 5. The Damage and extra Grapple range is doubled if you're underwater.

Dessert

The Damage is 3d6+2 Piercing Damage. If an enemy starts their turn within 10ft of you. they lose 1d8+1 Bludgeoning Damage.

Forest/Grassland/Underdark

The Damage is 2d6+1 Piercing Damage. The range is 15ft. When you attack with this form, the target AC is the target's AC-2.

Mountain

The Damage is 4d4 Bludgeoning Damage. You heal a 4th of the damage you deal.

 

Blossom of Fire and Ice

Requirements: Your Subtype must be Coniurare

You grow a flower out of the ground, it having both Red and Light Blue Petals with a Swirl of them in the middle. The flower is grown within 25ft of you and stays until it takes 10 HP (AC 0) with Immunity to Fire and Cold Damage. The flower will stay there forever or will automatically wither if you move 40 ft away from it. If you try to create another flower when you already have one, the original one withers into ash. When an enemy start their turn within 10ft of the flower, they must make a WIS Save (DC 10) or take 1d8 Fire and 1d8 Cold Damage. It takes a Bonus Action to create the flower.

Cresent Moon

Requirements: Your Subtype must be Concursus and must be level 16

You throw a flail of solid moonlight at your enemies. It has a range of 25ft and deals 16d10 Magical Piercing Damage. Any enemies that are to side of the area between you and the target take 3d12 Radiant Damage. You add your CHA modifier when attacking.

Cry of the Siren

Requirements: Your Subtype must be Arcum and be level 10

You echo the cry of a Siren dealing damage to your opponents. The range is a 50ft cone and deals 4d12 Thunder Damage. The targets must make a DEX Save with a DC of 15, if they fail, they take damage and the targets also must make a CON save with a DC equal to your Spell Save DC, if they fail, they are Poisoned for 12 hours or if they take a Short or Long Rest (Whatever happens first) The DC is 10 for the DEX if they 30ft or more away from you.

Eternity

Requirements: Your Subtype must be Veneficus and you must be level 16

You trap others in within your grasp, they can escape though they will feel great pain doing so. As a Bonus Action, you can create a circle of Necrotic Energy. It last for 1 minute and you can only have one existing at a time. The circle is created 40ft away from you as you are being the center of the circle and does not move with you. If someone tries to enter/leave the circle, they take 7d8 Necrotic Damage and Psychic Damage. (Roll for both damage types) Also when creating the circle, you can curse 1 person within the circle with the curse lasting until they have 0 HP or after a minute passes. At the start of their turn, they take 3d8 Psychic Damage. You can expend your Reaction to change the cursed person ending the curse on one and giving it to another though the curse won't have it timer until it ends reset. After a minute also known as when the circle is destroyed, you can have anyone within the circle take 3d10 Psychic Damage.

Grand Guardian

Requirements: Your Subtype must be Concursus and be level 10

A Blade of purple energy enlightens at the palm of your hand. It has the range of 15ft and deals 6d10 Slashing Damage. When you deal damage to a creature with this attack, they lose 1 AC for 1 hour and they cannot AC by this action if they have 13 AC or less. Creatures with immunity to Divination Magic cannot have their AC lowered by this attack. (Their AC is still reduced if they had it reduced before being immune to Divination Magic) You add your CHA modifier when attacking.

Raining of Fire

Requirement: Your Subtype must be Veneficus

You rain fire from The Nine Hells onto your foes. Anyone within 20ft of you must make a DEX Save, (DC 14) creatures that fail take 8d4 Fire Damage. The damage isn't affected by immunities or resistances.

Surge of Storms

Requirements: Your Subtype must be Arcum

As a Bonus Action, you generate a Geyser of Water coming from the Plane of Water. (You cannot travel to the Plane of water) You can generate it within 30ft and it is a 10-foot-radius and 40-feet-tall cylinder. Going through the cylinder requires a STR Save, if they fail then they are knocked back 3d10 feet and take a number 1d4 Bludgeoning Damage equal to you level. (3d4 at level 3, 4d4 at level 4, etc) The cylinder stays there for 1 hour or until you decide to end it (No Action Required)

The Elemental Eruption

Requirements: Your Subtype must be Arcum and must be level 16

You fire pure Elemental Energy from the Palm of your hand. The range is a 40ft Cone and deals 6d6 Fire, Necrotic, Randant and Lighting Damage. (Roll for each damage type) The creatures in the 40ft cone also do a CON Save against your Spell Save DC taking half on a successful save. Also roll 1d6 and choose a number of creatures up to the number you rolled within 75ft. They take 4d4 Fire, Necrotic, Randant and Lighting Damage.

The Flamesteel Warforge, Defeater of Armys

Requirements: Your Subtype must be Coniurare and be level 16

You Polymorph yourself into a giant Warforge. As a Bonus Action, you can polymorph into a giant Warforge. You have the Stats and actions listed below and you cannot do ANYTHING else while in the Warforge Form. You can dismiss the Warforge Form with No Action or until your HP is reduced to 0 which automatically transforms you into your mortal form with the HP you had before your transformation. You cannot gain HP while in the Warforge Form. If anything isn't mentioned here, it is the same.

Your HP is double your Max HP with an AC of 26. Your Size is Huge, but you can change to Medium by expending your Bonus Action. Your Ability Scores being, 23 STR and DEX, 28 for CON while Huge and while Medium, you have 18 STR and CON with 30 DEX. You also know all languages and can speak all of them. Your Speed is 30 Walk, Fly, Burrow, Climb and Swim while huge but while medium, your speed is 50 Walk, Fly, Burrow, Climb and Swim. You have Truesight with a range of 60ft. All STR, DEX and CON checks/Saving Throws are doubled your bonus. When you take the Dash Action, after you move, anyone within 15ft of you take 10d10 Lighting Damage. You gain the following actions,

Pure Lighting Sword.

You do a Melee attack with a range of 30ft Cone or 50ft Cone if Huge which uses either your STR or DEX Stat to hit. The Damage is 17d6 Lighting Damage while Medium and 20d6 while Huge.

Beam of Pure Lighting.

You do a Range attack with a range of sight, add your CHA modifier to hit. The Damage is 13d12 Lighting Damage.

Wyvern's Calling

Requirements: Your Subtype must be Veneficus and you must be level 10

You rain feathers from the sky. The range is 50ft and if they are under any object, the attack automatically fails. The Damage is 8d6 Slashing Damage. Also roll a d4 if the attack hits, if you roll a 1, you heal the damage you caused, if you roll a 2, the target is [condition]Prone[condition], if you roll a 3, your next attack roll always hits and if you roll a 4, the attack crits.

Calamity Aura

Starting at 7th level, you and friendly creatures within 10 feet of you gain buffs based on your Calamity Soldier Type. The Auras are below. At 18th level, the range of this aura increases to 30 feet.

Arcum

When a Creature affected by your Aura deals damage with a Range attack, roll a d4 and if the roll is a 4, make a 15ft cone pointing in the direction opposite of the attacked creature on a space adjacent to the attacked creature. Creatures in the Cone makes a DEX Save with a DC equal to your Spell Save DC, taking 8d4 Fire damage taking half damage on a Successful Save.

Concursus

When a creature affected your aura is reduced to 0 HP and the damage is 1/4 or more of your Maximum HP, they start with 1 success when rolling Death Saves; The attacker also takes damage equal to double of the attacked creature's level/CR. The damage amount cannot be increased or decreased. Creatures affected by your aura also cannot be killed via the Massive Damage Rule (DMG Page 273) if the DM allows it.

Coniurare

The only creatures in your aura that is affected is creatures you conjure by spells. Your Aura range is doubled. As a reaction which is when you are being attacked but before you know whether you'll be hit, you can swap locations with an affected creature. When you swap locations, the swapped creatures look like each other which is an illusion. This illusion ends when you get hit or until the start of your turn (Whatever happens first), you can also dismiss the illusion anytime. (No Action Required)

Veneficus

Creatures affected by aura can use 2 leveled Spells in a turn if one is an action and the other is a bonus action.

Seraph Soul

At level 15, You have gotten so strong that your deity has inserted Celestial blood into your body causing you to be more powerful. During a Short Rest, you can choose one damage type. The first 3 times you are damaged by that damage type, you cannot be damaged by that damage type again until the start of your turn. You also gain +5 Walk Speed and 15ft of Flight Speed. When a Creature you're fighting start their turn, you gain 1d12 HP. You can only use this ability if below 25% of your Max HP. You gain 10ft of Darkvision.

Auric Telsa Enhancement

Your Power as ascended to a state where you can cause Calamity across an entire plane of existence with your sheer power. You gain all the following effects at level 20 no matter what Calamity Soldier Subtype you are.

Arcum

You gain the following abilities if your Subtype is Arcum.

  • When you hit a successful Ranged Attack, you can do another Range Attack (Weapon or Spell) as no action.
  • Opposing Creatures take 25 damage in Calamity Aura at the end of each turn.
  • Ranged Damage is doubled.

 

 

Concursus

You gain the following abilities if your Subtype is Concursus.

  • When you take damage, roll a d4 and if the roll is 1, the next time you heal within the next hour heals double.
  • You can 3 Weapon Attacks per turn as an action
  • When you take 50 or damage, as a reaction, any creatures you choose within 50ft have a Weapon Attack (roll for each creature and use STR or DEX modifier, whichever is higher) on them with a +10 bonus, if it hits, they take 100 damage.

Coniurare

You gain the following abilities if your Subtype is Coniurare.

  • You can create anything at will, your DM determines how long it takes, with the highest being 24 hours. This does require Concreation as if you're concreating on a spell for it to be created or it will reset.
  • Anything you conjure until you decide it isn't.
  • All Conjure Spells are cast at level 9 no matter what level the spell slot consumed.

 

Veneficus

You gain the following abilities if your Subtype is Veneficus.

  • You have unlimited Spell Slots for spell levels 1-5
  • When you cast a spell, you also cast Fireball at level 3 with the same action.

 

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