Paladin
Base Class: Paladin

Destroy the bands of order and peace, force evolution

The Oath of Carnage calls of the Paladin to destroy what stability the world has, and make people stronger. These Paladins appear as demons, taking on the hellish intentions and methods in order to force adaptation. They make people have to be stronger to survive around them, and will not stop to save you.

The people who take up this oath are powerful blood fueled warriors that do not stand for weakness. They worship gods of death and war because through their reign of terror, a stronger world can come forth. 

These paladins take up the following tenets:

  • Ravage all weakness.
  • Keep moving forward.
  • Never settle.

Level 3: Oath of Carnage Spells

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

Oath of Carnage Spells
Paladin Level Spells
3 Burning Hands, False Life
5 Misty Step, Scorching Ray
9 Counterspell, Dispel Magic
13 Stoneskin, Wall of Fire
17 Bigby's Hand, Contagion

Level 3: Gruesome Evolution

When you take the Attack action, you may choose a ally creature (or yourself) within 5 feet of you and expend one use of your Channel Divinity to rip off, replace, and consume an expenditure or organ of that ally creature. Once you tear off the creature's limb or organ and consume it that limb or organ regrows larger and stronger. For 5 minutes you and the creature gain the following benefits per choice.

Arm. Creature gains your Charisma modifier (minimum bonus of +1) to their Melee attack rolls, and you gain Advantage on your first attack each turn.

Leg. Creature gains your Charisma modifier (minimum bonus of +1) x 10 to their Walking Speed, and you gain your Charisma modifier (minimum bonus of +1) to your Armor Class

Heart. Creature gains twice your Paladin Level in temporary Hit Points, and you gain resistance to nonmagical Bludgeoning, Piercing, and Slashing damage.

Brain. Creature gains your Charisma modifier (minimum bonus of +1) to their Spell attack rolls, you gain Proficiency in Intelligence and Wisdom Saving Throws.

Level 7: Aura of Carnage

Whenever you score a successful hit with a roll of 18 to 20 on an enemy creature inside your Aura of Protection, every enemy creature inside your Aura of Protection must make a Constitution saving throw. Upon a fail the creature gains a level of Exhaustion until the end of their next turn, and no effect on a success.

Level 15: Smite of Consumption

The chunks of flesh your smites spread across the battlefield strengthen you and your allies. When you cast any smite spell, you and your allies in the Aura of Protection gain Temporary Hit Points equal to the smite's damage for 1d4 rounds.

Level 20: Blood Bath

As a Bonus Action, you can imbue your Aura of Protection with your hellish promise, granting the harmful effects 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 Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Infectious Carnage. Each time you successfully hit a creature in your Aura of Protection, that creature gains a level of Exhaustion until the end of their next turn.

Blighted Movement. Each time a enemy creature in your Aura of Protection attacks, that creature has Disadvantage if they have any levels of Exhaustion effecting them.

Stabbing Slowness. Enemy creatures in your Aura of Protection effected with Exhaustion take damage equal to your Paladin level on the start of their turn.

Blood Bath

As a Bonus Action, you can imbue your Aura of Protection with your hellish promise, granting the harmful effects 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 Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Infectious Carnage. Each time you successfully hit a creature in your Aura of Protection, that creature gains a level of Exhaustion until the end of their next turn.

Blighted Movement. Each time a enemy creature in your Aura of Protection attacks, that creature has Disadvantage if they have any levels of Exhaustion effecting them.

Stabbing Slowness. Enemy creatures in your Aura of Protection effected with Exhaustion take damage equal to your Paladin level on the start of their turn.

Activate Blood Bath

While your Aura of Protection is infused with your hellish promise, it grants the following effects:

Infectious Carnage. Each time you successfully hit a creature in your Aura of Protection, that creature gains a level of Exhaustion until the end of their next turn.

Blighted Movement. Each time a enemy creature in your Aura of Protection attacks, that creature has Disadvantage if they have any levels of Exhaustion effecting them.

Stabbing Slowness. Enemy creatures in your Aura of Protection effected with Exhaustion take damage equal to your Paladin level on the start of their turn.

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