Paladin
Base Class: Paladin

As the one with a dark past, you have made a vote of unfaith, no god have ever extend his hand to help you, so no god will ever receive your pray. You are the Dark Wanderer, you travel a lonely path seeking only the comfort of a peaceful rest, a path with no gods, only conflict and blood, searching for the end and the final rest.

-Path of the freedom: No life is above another, no other being should domain against others. The kings are fake, the lords are tyrants, no one will stand over my soul.

-Wrath of the messiahs: The one who take also need to give, nothing comes without a consequence. I shall punish any injustice that may see because, unlike the gods, I shall take an action to what I see.

-The will to live: I will not die in other way that my own way.

Level 3: Oath of Dark Wanderer Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Dark Wanderer Spells table, you thereafter always have the listed spells prepared.

Paladin Level

Spells

3

Hellish rebuke, False Life, Hex

5

Darkness, Hold Person

9

Fear, Counterspell

13

Banishment, Blight

17

Cloudkill, Geas

Level 3: I will crush you

You can cast the Hex without using a spell slot a number of times equal to your proficiency bonus and you regain all uses after a Short rest. Additionally, You have Advantage on attacks against an enemy affected by the Hex Spell and those enemies have Disadvantage against saving throws provoking by you.

Level 7: Channel Divinity: Destroy Foes.

Your presence emanates an intimidate aura. You have Advantage on any Charisma (Intimidation) check that you make. Additionally, you can expend one use of your Channel Divinity to emanate your presence to force any enemy at 30ft of you to make a Charisma Saving Throw against your Spell DC, on a fail, every enemy takes 2D8 + Your proficiency bonus of psychic damage and half of that damage on a save. An enemy affected by the Hex automatically fails the Saving Throw and takes 1D8 additional damage.

This damage and the additional damage increase by 1D8 at level 11 (3D8+2D8), 15 (4D8+3D8) and 17 (5D8+4D8).

Level 15: Aura of Dominance

You and your allies on your aura have Advantage against Spells Saving Throws that are force to do. Additionally, when you take a short rest or long rest, you can choose one kind of enemy between Fiends, Celestials, Undeads or Aberrations; the first time a creature of the kind you choose that is hostile to you enter to your aura, it must succeed a Charisma Saving Throw against your Spell DC or take 5D12 of Psychic Damage. A creature affected by the Hex automatically fails this Saving throw. If that damage reduce the hit points of a creature to 0, that creature is evaporate, leaving nothing on his spot. Your Aura can only make this damage once per turn in combat.

Level 20: Unholy Abandon

You are the ultimate survivor without a god, no blessing can be imbued on you unless you want to. As a Bonus action, you can imbued your Aura of Protection with your will for 10 minutes, giving you and yours allies on your aura the following benefits:

-No Gods Land: You and your Allies are immune to any Spell of the Enchantment School that you are unwilling to.

-The True Form of the World: You and your allies have Truesigh while stay on your Aura.

You can only use this feature once per Short Rest.

Previous Versions

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12/30/2024 9:35:41 PM
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