Paladin
Base Class: Paladin

The God Of Death Kelemvor sends out scouts to find paladins that have failed them selves and their oath upon falling from grace due to the corruption of man .The paladins are offered great power and eternal life if they can prove them selves worthy of The God Of Death. When the swear by Kelemvor and vow their new oath a spectral grey-ish blue scythe swings from the sky and plunges into the paladins chest and with an explosion of black fog and pale blue light their soul is ripped from thy body and the new age of paladin in born

No Soul

At 3rd level you get two options:

 Chilling aura: Having no soul causes a chilling aura of 15ft that is permanently emitting around the character. This aura causes enemy's with in range to have there max speed reduced by 10ft. enemies that are within 5ft of the character have to make a DEX saving throw DC12 or be frozen (frozen gives disadvantage on attacking and saving throws). This effect lasts for as long as the enemy remains in range of chilling aura or succeeds a DEX saving throw (must be done for every round they remain in range)

Chilling grasp: You lose the area of effect of chilling aura and instead channel chilling aura into your equipped weapons adding 1D6 to your attacks and causing cold damage to the target. The target must then make a CON saving throw DC12 or be frozen. This effect lasts until the next round.

Chilling Aura: At later levels chilling aura increases its range to 20ft at level 7 and 25ft at level 17. At level 7 increase DC to 14 and at level 17 increase DC to 18. 

Chilling Grasp: At later levels increase the dice roll for damage to 2D6 at level 7 and 2D12 at level 17. At level 7 increase DC to 14 and at level 17 increase DC to 18 

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Desecration Spells

Friends With The Dead

Starting at 7th level, You gain a permanent ghoul companion, they cannot pick up or use any weapons other than their sharp claws. If this companion is to die they will leave in an explosion of blue-ish grey fog and cause 2D8 necrotic damage to anyone within 5ft, when outside of combat channel your powers for 1 minute to revive your ghoul and roll a 1D20 and add your CHR modifier for the ghouls hit points. 

Sharp Claws: The ghoul takes a strike with its claws dealing 2D12 necrotic damage.

AC 13 (This creature cannot make saving throws).

At level 14 roll 2D12 for explosion damage, 3D12 for Sharp Claws and roll 2D20 + 1D12 + CHR modifier for Hit Points. 

At level 17 roll 3D12 + CHR modifier for explosion damage, 4D12 + 1D20 + CHR modifier for Sharp Claws and 3D20 + 2D12 + CHR modifier for hit points. 

 

 

Desecration of The Soul

Upon reaching level 15 your soul (or whats left of it) is returned to your necrotic body by Kelemvor (You maintain the effects of Chilling Aura or Chilling Grasp depending on what you picked) this bolsters your abilities 

Chilling aura: Additionally now heals the character 1D12 multiplied by every enemy within range, this effect happens at the beginning of every round on that characters turn, if you are at full hit points gain false life equal to that of the rolled dice (false life gained from chilling aura is capped at 40 hit points). If the character has the max amount of false life (40) the healing from Chilling aura is disabled until the false life is depleted and will not begin healing again until 1 round has passed.

Chilling Grasp: Additionally now teleports the character once per 2 rounds to any enemy of your choosing within 90ft and heals for half of the amount of damage dealt if the character is at full hit points you gain false life instead, this works in the same way that the false life from Chilling aura does and has the same hit point cap of (40). 

Ethereal Form: Once per short rest you can relinquish your physical form and enter the spirit realm. While in this form you have darkvision up to 200ft and can pass through most solid objects, passing through traps will still set them off but no action or damage is taken. You are not able to be seen by many in the material world and cannot interact with any physical objects or creatures while is this realm.

This effect lasts for an infinite amount of time and is only ended when the player chooses, upon ending Ethereal form your physical body re-materializes at your current location and you heal to full hit points.

Be weary you may not be the only thing that lurks here.

 

Unholy Reanimation

At 20th level

You are deemed one of Kelemvor's chosen and are given his greatest power Unholy Reanimation, death for you is no longer an option 

Unholy Reanimation: Upon reaching 0 hit points and failing all death save throws instead of perishing Kelemvor imbues you with dark power reanimating your lifeless corpse, you are brought back from the dead at full hit points. This does not cost an action, but does take place on that characters next turn after failing all death saving trows. This effect has a 12 hour cooldown.

Power Of a God: you add 2D12 necrotic damage to your melee attacks for 24 hours.

While Unholy Reanimation is active if the character is to reach 0 hit points again and fail all death saving throws Kelemvor relinquishes you from his service and deems you not worthy of his power, the characters soul is then obliterated and the corpse rises into the air glowing a grey-ish blue before it explodes dealing 4D20 necrotic damage to all units in a 20ft radius of the character.

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