Base Class: Paladin
Paladins who have taken the oath of the count live by four principles
secrecy
these paladins swear not to reveal the secrets of their ancient masters as to avoid their hunt
drink the blood of your enemies
even non-blood thirsting creatures participate in the drinking of their enemies blood as a symbol of their superiority
Be Unfazed
a true harbinger of death should shroud themselves in an impenetrable shield of unreadable calmness
spare none
to leave one unworthy of life to continue theirs is a crime and insult to both you and them
Channel divinity
After hitting a opponent you may expend one of your channel divinities to do one of the following
True fear
Your terrifying aura manifests in a a cone reaching 15ft in front of you, the creature you just hit as well as any creature in the cone coming from your strike must succeed on a constitution saving throw or suffer 1d10 plus your charisma bonus psychic damage and the fear condition, on a passing save they take half the damage and are not scared.
vampiric strike
Heal by half of the damage just dealt to your target plus your charisma modifier plus your paladin level.
channel divinity at higher levels
at level 8 your vampiric strike heals the full damage of your weapon attack plus your charisma bonus plus your paladin level, vampiric strike heals can now be distributed between you and allies.at level 8 true fear also deals 1d10 more damage.
Aura of vampiric resistance
You and any allies within 10ft of you have resistance to cold, psychic, necrotic, blunt, and slashing damage, however any attacks of type fire or piercing have advantage against you and prevent you from using your channel divinity next turn of combat, this also applies to weapons made of wood.
Harbinger of darkness
Untouchable
While in dark areas If your enemy fails an attack roll on you while you are in darkness you may take a reaction to take an opportunity attack at advantage that triggers vampiric strike or true fear without expending a channel divinity. In darkness your ac is +2.
Fear the dark
while In darkness you may take a bonus action to move to an un-occupied space in darkness within 30 ft of you. Enemies must make a perception check to find you, on a fail you have advantage on you next attack against them if it is in the next turn of combat.
Dark lord
As a bonus action, you can imbue your aura of protection with holy power, granting the benefits below for 10 minutes or until you end them no action required once you use this feature you can’t use it again until you finish a long wrist. You can also restore your use of it like spending up Level five spell slot. No action required.
Death, incarnate
any enemies in your aura must make a charisma saving throw or be frightened, they can repeat the throw each turn.
Freezing presence
any enemies starting their turn in your aura also take cold or necrotic damage equal to your charisma modifier plus your proficiency bonus.
Beast-like motivation
as long as at least one bloodied creature (enemy or willing ally) is in your aura you do 1d10 plus your charisma modifier of healing each turn which can be distributed between you and allies (cannot heal willing ally).
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