Base Class: Paladin
The Primaris are filled with warriors and marines that have shown the greatest mental and physical fortitude who have used the battlefields to their advantage in tactics of total war, not only for fighting, but for finishing battles before they even start. The Primaris are able to use multiple imbedded battle stimuli to push their bodies past their limits and to go beyond to prove there allegiance to the empire, all of them fighting to prove they are the best to one day seek audience with the emperor.
Level 3: Oath of the Primaris Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Guiding Bolt, Shield of Faith, Magic Missile |
| 5 | Magic Weapon, Inflict Wounds |
| 9 | Beacon of Hope, Dispel Magic |
| 13 | Banishment, Guardian of Faith |
| 17 | Commune, Flame Strike |
Level 3: Fury of the Emperor
When you take the Attack action, you can expend one use of your Channel Divinity to imbue yourself with the fury of the emperor. For 1 minute or until you use this feature again, you regain hit points based on your level every time you successfully land a melee attack against a foe, and you gain +1 armor class.
You emit Bright Light in a 5-foot radius and Dim Light 5 feet beyond that.
- At level 3, you regain 1d4 + 1 hit points per successful attack
- At level 5, you regain 2d4 + 2 hit points per successful attack
- At level 9, you regain 2d6 + 2 hit points per successful attack
- At level 13, you regain 2d8 + 4 hit points per successful attack
- At level 17, you regain 2d10 + 5 hit points per successful attack
You can end this effect early (no action required). This effect also ends if you are incapacitated, paralyzed, or [Tooltip Not Found]
Level 3: Battle Stimulant
You can activate an imbedded stimulant to push your body to greater limits. You gain advantage on any attacks for 4 rounds once per long rest. You as well take 1d4 health damage whenever using it.
Execution
You can spend your entire turn to move to and try to kill an incapacitated enemy that is below 50% hit points in a bloody show of your might and devotion to the emperor. You can attack the enemy, and if you bypass their armor class, you kill them instantly.
Level 7: Aura of the Emperor
You and your allies are enveloped by the strength of the emperor, granting everyone +1 to hit and damage rolls and making all weapon attacks count as magical. At level 13, it increases to +2. Anybody that is in the aura when you use Execution regains the weapon's damage in hit points. For example, a great sword execution would cause healing for 2d6 and any modifiers.
Healing Stimulant
You are able to activate another stimulant to help increase your bodily regeneration and to heal your wounds as you fight. You can regain 2d12 hit points as a bonus action a number of times equal to your proficiency bonus every long rest.
Level 15: Smite of Protection
Your magical smite now radiates the protection of the emperor. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura. The aura has this benefit until the start of your next turn.
Level 20: The Emperor's Aid
As a Bonus Action, you can call upon the holy and divine guidance given by the Emperor, letting you choose one of the options below for its designated length, or until you end it (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
The Final Judgement. You create a holy hand-held turret that fires in 3-round bursts for 5 minutes. It's to-hit modifier is 5 + Proficiency Bonus + Charisma Modifier. Each shot does your Charisma Score in radiant damage that bypasses resistances and does half damage to immunity.
Soul of the Emperor. For 1 minute, your armor glows golden, and your eyes glow white. You gain a +2 shield and any melee weapons you have get an extra +3 to any to-hit and damage rolls. You can choose to either have resistance to all damage, or have a flying speed of 60 feet as feathered wings protrude from your back.
Death From Above. The Emperor himself sends a ship flying overhead loaded with mortars that bombard the surface. Everything within a 60-foot radius originating wherever you choose must succeed a DC 25 Dexterity Saving Throw or take 40d6 fire damage and 20d6 radiant damage. Everything in your aura ignores this effect.
The Emperor's Aid
As a Bonus Action, you can call upon the holy and divine guidance given by the Emperor, letting you choose one of the options below for its designated length, or until you end it (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
The Final Judgement. You create a holy hand-held turret that fires in 3-round bursts for 5 minutes. It's to-hit modifier is 5 + Proficiency Bonus + Charisma Modifier. Each shot does your Charisma Score in radiant damage that bypasses resistances and does half damage to immunity.
Soul of the Emperor. For 1 minute, your armor glows golden, and your eyes glow white. You gain a +2 shield and any melee weapons you have get an extra +3 to any to-hit and damage rolls. You can choose to either have resistance to all damage, or have a flying speed of 60 feet as feathered wings protrude from your back.
Death From Above. The Emperor himself sends a ship flying overhead loaded with mortars that bombard the surface. Everything within a 60-foot radius originating wherever you choose must succeed a DC 25 Dexterity Saving Throw or take 40d6 fire damage and 20d6 radiant damage. Everything in your aura ignores this effect.
Activate The Emperor's Aid
As a Bonus Action, you can call upon the holy and divine guidance given by the Emperor, letting you choose one of the options below for its designated length, or until you end it (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
The Final Judgement. You create a holy hand-held turret that fires in 3-round bursts for 5 minutes. It's to-hit modifier is 5 + Proficiency Bonus + Charisma Modifier. Each shot does your Charisma Score in radiant damage that bypasses resistances and does half damage to immunity.
Soul of the Emperor. For 1 minute, your armor glows golden, and your eyes glow white. You gain a +2 shield and any melee weapons you have get an extra +3 to any to-hit and damage rolls. You can choose to either have resistance to all damage, or have a flying speed of 60 feet as feathered wings protrude from your back.
Death From Above. The Emperor himself sends a ship flying overhead loaded with mortars that bombard the surface. Everything within a 60-foot radius originating wherever you choose must succeed a DC 25 Dexterity Saving Throw or take 40d6 fire damage and 20d6 radiant damage. Everything in your aura ignores this effect.
Comments