Paladin
Base Class: Paladin

"May the good blood guide your way."

You were once lost. Purposeless. Seeking for a divine reason to live. Then, you were saved. The Hunters of the Church found you. Gave you the good blood and with it, your divine ordainment: Purge the world of the corrupting, evil Vilebloods. Now, as an Executioner of the Church, you hunt the unholy abominations with a fervent pleasure.

Inspired by the Bloodborne videogame by Fromsoftware

Level 3: Vileblood Hunter's Tools

As a Hunter of Vilebloods, you have access to a variety of tools that make you a living nightmare for your prey.

Upon your acceptance of your holy task, you are given your choice of the following Trick Weapons. Choose one to start with. You may choose one additional Trick Weapon at Paladin Levels 4 and 5, or at your DM's discretion.

Trick Weapons

Logarius' Wheel Standard: One-Handed Wheel - 1d6 Bludgeoning Transformed: One-Handed Spinning Wheel - 1d8 Slashing Standard Weapon Properties: Finesse  Transformed Weapon Properties: Finesse, Versatile (1d10) Weapon Mastery: Sap
Kirkhammer Standard: One-Handed Longsword - 1d8 Slashing Transformed: Two-Handed Warhammer - 1d8 Bludgeoning Standard Weapon Properties: Versatile (1d10)  Transformed Weapon Properties: Two-Handed, Heavy Weapon Mastery: Push
Threaded Cane Standard: One-Handed Quarterstaff - 1d6 Bludgeoning Transformed: One-Handed Whip - 1d4 Slashing Standard Weapon Properties: Versatile (1d8)  Transformed Weapon Properties: Finesse, Reach Weapon Mastery: Slow

Trick Weapons have two different forms: Standard and Transformed. You can change between the two as a Bonus Action on your turn. You are Proficient with the Trick Weapon you choose and can choose it as one of the Weapon Masteries you know per Long Rest. The Weapon Mastery works on both the Standard and Transformed forms of the Trick Weapon.

Hunter's Firearm

You also choose one of the following Hunter's Firearms. The firearm is held in your off hand as long as the weapon in your main hand is One-handed. Again, you can choose another at Paladin Levels 4 and 5, or at your DM's discretion. See the explanation of the Weapon Properties below the chart. You are Proficient with the Hunter's Firearm you choose and can choose it as one of the Weapon Masteries you know per Long Rest.

Ludwig's Rifle One-Handed Rifle - 1d10 Piercing Quicksilver Bullet Cost: 1 per Shot Range: 30/45 ft. Weapon Properties: Parry Weapon Mastery: Vex
Blunderbuss One-Handed Shotgun - 1d10 Piercing Quicksilver Bullet Cost: 2 per Shot Range: 10 ft. Weapon Properties: Spread, Parry Weapon Mastery: Topple
Repeating Pistol One-Handed Pistol - 2d6 Piercing Quicksilver Bullet Cost: 2 per Shot Range: 15/30ft. Weapon Properties: Double Shot, Parry Weapon Mastery: Slow

Quicksilver Bullets

You have a number of Quicksilver Bullets equal to your Proficiency Bonus. You regain all spent Quicksilver Bullets every time you complete a Short Rest. However, you may gain two additional Quicksilver Bullets by expending 1/4th of your Total Hit Points (Rounded Down). These "Blood Bullets" deal the the Hunter's Firearm's normal damage with -2 penalty and last until you complete a Long Rest. You can produce these "Blood Bullets" once per Long Rest.

Weapon Properties

Parry - When a creature makes an Attack on you, you can use your Reaction to fire your Hunter's Firearm at them. Make a Ranged Attack on the attacking creature with Advantage. If the Attack hits, it deals half the Hunter's Firearm's damage and adds +2 to your AC, possibly allowing the Attack to miss. You must have an adequate number of Quicksilver Bullets available to use this Weapon Property. If a "Blood Bullet" was used for the Parry, add the -2 penalty to the halved damage. Even if no damage is dealt, you still gain the +2 AC bonus. The AC Bonus only applies to the attack you Parry and is lost immediately after.

Spread - When the weapon is fired, the Quicksilver Bullets are shredded in the barrel and spread out in a Cone. Any creatures standing to the immediate left or right of the targeted creature can be hit with the weapon's damage without the need to roll an Attack against them. Roll your Attack against the target creature and on a hit choose an additional creature in range of the spread. After you roll the damage, you can choose to deal 1/4 of the damage (Rounded Down) to the second targeted creature with the rest hitting the main target.

Double Shot - The weapon fires two Quicksilver Bullets at one time for 1d6 Piercing each. This is already calculated into the weapon's damage (2d6 Piercing).

Level 3: Vileblood Hunter Spells

You always have certain spells ready; when you reach a Paladin level specified in the Vileblood Hunter Spells table, you thereafter always have the listed spells prepared.

Vileblood Hunter Spells
Paladin Level Spells
3 Identify, Heroism
5 Enhance Ability, Darkvision
9 Counterspell, Bestow Curse
13 Greater Invisibility, Freedom of Movement
17 Legend Lore, Hold Monster

Level 3: Executioner Armaments

Executioners specialize in hunting specialized prey, therefore, specialized tools are necessary.

Executioner's Gloves

A pair of of fine, white gloves that are stained with blood.

As a Magic Action on your turn, you expend a use of your Channel Divinity to summon three spectral skulls from the gloves that hover around you. Choose a creature in sight to make a Charisma saving throw. On success, nothing happens. On fail, the skulls will launch themselves at the creature over the next three rounds.

At the end of the creature's turn, one of the skulls will attack until there are none left. The skulls track movement and will always hit the creature as they can move around shields, half cover, and three-quarters cover. The only exception is if the creature goes behind total cover or somewhere the skulls cannot physically follow.

Each skull deals 1d4 + your Charisma Modifier of Psychic damage. 

If the target creature dies, but you still have skulls left, you can use your Reaction to target another creature, immediately forcing them to make the Charisma saving throw. If they fail, they become the skull's new target. If they succeed, you may use your Reaction next turn to try again.

You can dismiss the skulls at anytime, otherwise, they disappear after 10 minutes. 

Fire Paper

A course paper that sets Trick Weapons ablaze when rubbed against.

You have 1 Fire Paper that you can use on your Trick Weapon as a Bonus Action per Long Rest. Fire Paper adds an additional 1d10 Fire damage to whichever form your Trick Weapon is currently in and lasts for 1 minute or if you transform your Trick Weapon.

Level 7: Aura of Martyrdom

As long as your allies are able to fight, even death must stay its hand.

While in your Aura of Protection, if an Ally is reduced to 0 Hit Points they will not go down immediately, but instead can continue to fight while making their Death Saving Throws at the beginning of each of their turns. If they succeed their Death Saves while in the Aura, they will regain 1 Hit Point and suffer 1 Level of Exhaustion. If they fail their Death Saves, they die.

If at any point the Ally leaves the Aura before succeeding the Death Saves, they will immediately fall unconscious and will not regain consciousness if they reenter its radius.

Each Ally can do this once per Long Rest.

Level 15: Vileblood Bane

Your proficiency in dispatching the unholy grows.

You now have 2 Fire Papers to use per Long Rest and the skulls from your Executioner's Gloves deal 1d8 + your Charisma Modifier of Psychic or Radiant damage (you choose each time the skull hits).

Golden Ardeo

This golden, conical shaped helmet grants its wearer Immunity to the Charmed Condition and makes their thoughts impossible to be read by any means.

Level 20: Sword of the Martyr

As a Magic Action, you can expend one use of your Channel Divinity to summon a black, bloodstained sword and plunge it into the ground. Any hostile creatures that come within a 60ft. Emanation of the sword must succeed a Charisma saving throw equal to your Spell Save DC. On fail, the sword creates a storm of spectral copies of itself that attack the creatures at the end of each of their turns.

Each sword deals 1d8 + your Proficiency Bonus + your Charisma Modifier of Piercing damage and are considered Magical for the means of overcoming Resistances.

If a creature fails the save, leaves the range of the sword, but then reenters it, they will automatically be attacked again. If a creature succeeds the save, leaves the range, but then reenters it, they must make the save again.

The Sword of the Martyr lasts until for 10 minutes or until the Sword is destroyed. It has an AC of 15 and 50 Hit Points.

You can only have one Sword of the Martyr active at a time and can dismiss it at any point on your turn.

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