Paladin
Base Class: Paladin

You are noble English K-night serving under King Arthur in search of the Holy Grail (Monty Python and the Holy Grail). This subclass is meant to be fun and goofy while still playable and balanced. 

Tenets of the English K-night

Authority. Respect higher authority figures

Pride. Do not let people get disrespected

Run. Know when to retreat

Channel Divinity

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

Bring Out Your Dead. You can use your channel divinity to summon spirits to fight for you. As an action, you can summon a number of creatures equal to your proficiency bonus in unoccupied spaces within 10 feet of you that you can see that obey your commands. The creatures gave the statistics of commoners, but they have a bonus to their attack and damage rolls equal to your proficiency bonus, and their attacks do radiant damage. They share your initiative but take their turns immediately after yours.

Turn the Peasants. You can use your Channel Divinity to utter ancient words that are painful for hostile humanoids to hear. As an action, you present your holy symbol, and each hostile humanoid within 30 feet of you that can hear you must make a wisdom saving throw. On a failed save, the creature is turned for 1 minute, or until it takes damage. A turned creature must spend its turn trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of Bravely Running

Beginning at 7th level, you can inspire people to move speedily. You and friendly creatures within 10 feet of you can take the Dash action as a bonus action. At 18th level, the range of this aura increases to 30 feet.

Ni

Staring at 15th level, once per short or long rest, you can use an action to utter a word of magic. Every creature of your choice within 30 feet that can hear you must make a Wisdom saving throw, taking psychic damage equal to your paladin level and becoming frightened of you on a failed saving throw. On a successful saving throw, a creature takes half as much damage and isn't frightened.

Holy Grail

At 20the level, using your action, you summon a holy grail and undergo a transformation. For 1 minute, you gain the following benefits: 

  • A creature of you choice can drink from the grail as a bonus action, regaining hit points equal to your proficiency bonus.
  • You gain immunity to necrotic damage.
  • When you hit with a melee weapon attack, you can deal radiant damage equal to half your proficiency bonus (rounded down)

Comments

Posts Quoted:
Reply
Clear All Quotes