Paladin
Base Class: Paladin

The gods have identified and created Manticore paladins by recognizing patterns within certain groups; brutal actions, unwavering devotion, and complete, immediate willingness to their every word. A Manticore primarily relies on unfocused, chaotic engagement to slay as many heretics as possible by using everything their oath and god gives them. However, a Manticore who gives themselves completely to their god is an impressive sight, wreathed in brightly glowing nets of of divine that lash out at nearby targets.
If anything gives away a Manticore, it isn't their armor, but rather the tall spines of light protruding from their bodies and weapons. The spines act as ways to steadily release the internal power building within them, and providing a channel for the incredible amount of divine judgement they plan to bleed from their own body into the unclean world around them.
A Manticore does not typically serve a single god, but rather have an oath to serve the divine's word to the letter. This leads to their common appearance in places of chaos, low religious density, or places with heavy crime. Their sudden creation and combat efficacy has prompted new laws to be put in place regarding religious homicide as a response. Furthermore, because Manticore paladins serve almost all gods, some of the Manticores have begun experiencing a certain difference in their noise-to-sound ratios: odd recitations of passages from old unholy texts, corruptions of ancient works or descriptions of apocalyptic art, and other etrangements.

Level 3: Oath of Manticore Spells

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

Oath of Manticore Spells
Paladin Level Spells
3 False Life, Magic Missile
5 Enlarge/Reduce, Warding Bond
9 Beacon of Hope, Spirit Guardians
13 Death Ward, Fire Shield
17 Contagion, Insect Plague

Level 3: Unstable Soul

When you take damage, you can expend one use of your Channel Divinity to erupt divine energy from yourself. You emit Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. Each target within this light other than yourself must make a Dexterity saving throw against your spell save DC or take Xd8 Radiant damage, where X is your Paladin level, taking half damage on a failed save. Targets have Disadvantage on this save if they're within your Bright Light.

If a creature is reduced to 0 Hit Points or less by this feature, they are automatically stabilized and emit Dim Light in a 10-foot radius until they regain consciousness.

For the next 10 minutes after using Unstable Soul, your AC falls by a number equal to twice your Proficiency bonus, and cannot be increased by anything less than a spell of 6th level or higher.

Level 7: Aura of Beckoning

As an action, you can do one of two things to things to any creatures within your Aura of Protection. This action becomes a bonus action if you use it before your movement or actions.

Beckon. You swap places with another creature, both of you teleporting to the other's position. Your target must be the same size as you or larger, and targets can only be swapped to spaces they could normally stand or move on (i.e., if a target cannot fly it can't be swapped midair).

Summon. All creatures are pulled up to 15 feet closer to another creature within range, or as close as possible.

Level 15: CASTIGATE THE ENEMIES OF THE GODS

When you finish a Long Rest, you can push yourself into an unstable Castigation State (or bring yourself out of one). In this state, you explode immediately upon reaching 0 Hit Points, vaporizing you and instantly killing anything within a 5-foot radius. Unstable Soul triggers and does double damage, even if you have no Channel Divinity remaining.

Additionally, while you take damage in this state, roll 1d20. Upon a 1, Unstable Soul triggers without you needing to expend a use of your Channel Divinity, but does half damage (rounded up). Upon a 5 or higher, the damage you took is reduced by the difference between 30 and your AC (ex: your AC = 10, you take up to 20 less damage).

Level 20: No Room For A Heretic

Your Castigation State becomes permanent, and the d20 becomes a d12. Whenever you reach 0 Hit Points in your Castigation state, you only explode if you choose to. If you die, you explode regardless.

Additionally, your AC is now 1, and it cannot be raised by anything less than a Wish spell.

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