Base Class: Paladin
You swear an oath to the god of death, Thanatos. He is a just god thats why he will use you as a tool to keep the stream of souls to the underworld controlled (because it starts to be a bit much to handle), that means peotect thous whif souls, and people how go against Thanatos goal can be killed (by causing death). If a certain deaf is necessary for the greater good, even if it does not go against his goal than he thinks it's still acceptable. In other words, he wants you to fight for a safer world to get balance again.
As payment, you gain the abilits manipulating the souls to better achieve the goal.
You swear an oath to keep the world in balance.
Level 3: Oath of Balance Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Balance Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Protection from Evil and Good, Shield of Faith |
| 5 | Aid, Zone of Truth |
| 9 | Beacon of Hope, Dispel Magic |
| 13 | Freedom of Movement, Guardian of Faith |
| 17 | Commune, Flame Strike |
Level 3: Sacred Weapon
When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.
The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.
You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.
Soul binder
You gain the ability to bind up to 3 Souls to a weapon or armor, giving it additional attributes. Any soul you encounter will be an option
The quality is determined by the quality of the Soul (to determine the quality, a d10) (this determines the amount of + AP or damage...)
The Attributes aredeterminedt by the details of the Soul. Example: A blacksmith would give you (if applied to your armor) additional AP or Quality Upgrade, Additional damage or quality on non magic wepons. A Dragonborn would give on a weapon (based on its color) additional damage of the same kind whif low quality, and changes the damage type (1d4) whif good or better quality.
To decide if the soul is willing, roll a d20 + persuasion - the number of souls already in the weapon. If the roll is over 10, the soul goes in; if not,t you can force the soul into it. Which has the consequence of being always the worst quality.
Soul steal weapon
After a long rest, you will always be able to make a weapon in your possession, a Soul stealer. For that to work, you need to sacrifice 1/2 of youre Hp.
Every time you kill a Creature whif that weapon it ceeps part of their soul, whif that the weapon gets stronger.
Scaling:
Every 5 Kills +1 damage
If the weapon does extra damage or changes the damage type
Every 10 kills +1 damage additionally.
Level 7: Aura of Devotion
You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.
Level 15: Smite of Protection
Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.
Level 20: Holy Nimbus
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 Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.
Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.
Sunlight. The aura is filled with Bright Light that is sunlight.
Previous Versions
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