Paladin
Base Class: Paladin

A person who has sworn an Oath and fill a criteria for an Unknown entity may be chosen to be endowed in their power.

Emptiness is the hollow state of the soul, reaching out for emotions to rekindle and refill. These emotions may not be noble or pure and might always comes without a price. It is no secret that emptiness and loss may have negative connotations, but a hollow soul can be filled with any amount of good or evil.

These paladins share at least one of the following tenets:

  • Dying Light - Your path is one that is long, filled with darkness and at the end you shall become one with the dying light. But until then, strive to protect that light, for others wish to consume it.
  • Event Horizon - Those that would wish to snuff out the light are your enemies. Like the great star eaters, consume these messengers of destruction and do not let them escape.
  • Ravenous Hunger - Wanton destruction tempts those who draw their strength from these sources. Resist with every fiber of your being, for we are the guardians of this world.

Level 3: Oath to the Unknown Spells

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

Oath to the Unknown Spells
Paladin Level Spells
3 Protection from Evil and Good, Hellish Rebuke
5 Flame Blade, Blur
9 Protection from Energy, Dispel Magic
13 Freedom of Movement, Banishment
17 Hallow, Flame Strike

Level 3: Channel Divinity

When your deity's slumber stirs at 3rd level, you gain the following Channel Divinity options:

Abyssal Strike: When you have advantage on an attack against an enemy, hit with that attack, and use your Divine Smite feature, you may also use your Channel Divinity, empowering your attack. If you do, your Divine Smite deals 2d8 additional damage, and all damage caused by Divine Smite for this attack becomes force damage. This additional damage increases to 3d8 at 6th level, 4d8 at 10th, 5d8 at 14th, and 6d8 at 18th.

Nullifying Embrace: As a reaction when you take damage from a spell or another magical effect, you can invoke this Channel Divinity. The damage you would take from the spell or magical effect is reduced by an amount equal to your paladin level + your Charisma modifier (minimum of 1). If this reduces the damage of the spell or effect to zero, the entire spell or effect is dispelled.

Level 7: Voice of the Void

Your presence chills the marrow. Enemies within 10 feet have disadvantage on saving throws against being frightened or charmed.
At 18th level, the aura extends to 30 feet.

Level 15: Entropic Veil

At the start of your turn, you can protect yourself and one creature within your Aura of Protection from an attack. When attacked, a favored individual must roll a d10. On a 10, the weapon attack's damage is halved. At 18th level, the damage is instead negated and the attacker takes 1d12 force damage.

Level 20: Avatar of Emptiness

At 20th level, You assume the form that the void within has taken in your journey of struggle. Choose 1 form below. As an action, you gain the effects of that form for 1 minute. This form can only be used once per long rest and once you have chosen a form, you are permanently excluded from using the other forms.

Frenzied - You become fury incarnated and become monstrosity of great power. You can crit on a 19-20, you are immune to effects that would grapple or restrain you and you can use the spell cause fear at will and as a free action once per turn.

Null - You have reached fulfillment in yourself and nothing can convince you otherwise. You are immune to charm effects and you can use your reaction to gain advantage on a wisdom saving you would otherwise fail. Additionally, you emit an aura of the calm emotion spell that effects all creatures of your choice within a 30 feet radius.

Nexus - You give into the desire of serving no one but yourself. You lose the ability to heal allies, but any healing done to you is doubled. You have resistance to all damage and you can hold concentration on two spells at once as long as they both benefit only you.

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