Paladin
Base Class: Paladin
 
few in the forgotten realms are as spurred, and reviled as Bhaal, God of murder. Dark acolytes and assassins frequently use their wrongdoings as dark deeds to spur Bhaal's favor, but few are as aligned with his taboo freedom as his paladins. the chosen few of Bhaal inducted into his dark service are granted the boons of his art, and beyond all else, the will to kill any who crosses their path.
(while under this oath) divine smites damage type changes to slashing

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Killer Spells table. Spells marked with an asterisk are new spells. See the Sacred Oath class feature for how oath spells work.

Oath of the Open Sea Spells
Paladin Level Spells

3rd

bane, hunter's mark

5th

knock, pass without trace

9th

stinking cloud, spirit guardians*

13th

greater invisibility, freedom of movement

17th

contagion, dream*

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

<strong><em>blood born.</em></strong> As an bonus action, you create a link between you and another willing creature. This lasts for 5 minutes. While active, all increases to hit points, temporary or otherwise, are shared equally among both parties

<strong><em>staunch the flow.</em></strong> As an action, you can manipulate the bodily fluid of one target within 20 ft. when doing so they must make a Strength saving throw or be paralyzed as their muscles and joints lock. this lasts for 1 minute or until they pass their save, which can be redone at the end of subsequent turns

 

Paralyzed

Aura of Freedom

Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be petrified or paralyzed and gain advantage on constitution saving throws. Creatures that are already petrified or paralyzed when they enter the aura can spend 5 feet of movement to automatically escape.

When you reach 18th level in this class, the aura affects creatures within 30 feet of you.

Killers Grasp

At 15th level, you can call on the force of flowing daggers, as a reaction whenever a creature moves into or out of your reach. The creature takes 1d12 slashing damage and must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Slayer Made Flesh

At 20th level, you learn to channel the spirits of Bhaal himself to briefly become a idol of violence. As an action, you embrace this to gain the following benefits for 1 minute:

  • You have advantage on Strength (Athletics) checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled.
  • If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on attack rolls against that creature.
  • You can take the Dash or Disengage action as a bonus action.
  • You have advantage on Dexterity checks and Dexterity saving throws against effects you can see.
  • the threshold for critical hits is reduced to 17

Once you use this feature, you can’t use it again until you finish a long rest.

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