Base Class: Paladin
The entity you devoted yourself to rewards you giving you some of it's power, slowly changing your body that is attunig to it's new powers. Your patron also gives you a familiar akin to it's nature, it works as the find familiar spell, but does not require costs and can speak it's an your god's will.
Now that you are an aspect of your patron, just your presence is considered as a manifestation of it, but you retain your free will and this will lead to missunderstandig as you are acting for your patron and you are not it.
Pact Weapon
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Starting 10th level, your pact weapon upgrades itself growing in size and bursting in flames of the element of your patron.
Attacks made with that weapon deals an additional 1d4(1d6 at 15th level) damage and, if is a meelee wapon, always count as double handed attacks(even you are holding your weapon with one hand).
Familiar
Your Patron grant you a familiar that can talk only with you(it works as the find familiar spell, but does not require costs or spell slots):
-Snake.
-Bird.
-Spider.
-Custom: You can ask your DM to make a familiar, such as an elemental or a tiger.
Attunement
You and your body attune to your patron's appearence, growing scales, feathers, etc... You can use your winsom modifier instead of using your strenght modifier for weapons that need it.
(you can choose to have some small features of your patron, whitout gaining advantages, such as serpentine eyes, some scales or feathers...)
At 3rd, 7th, 10th, 15th, 17th your body undergo a transformation, coming to resemble your patron each time more that the previous one.
Depending on the attunement you choose to undergo, you gain:
Feathers; Tail; Claws; Fangs; Improved Arms; Improved Legs; Custom: You can ask your DM to add a feature to choise.
Claws
You grow claws, gaining the same climbing speed as your walking speed. Each turn of combact, you can make two extra unarmed strikes using your claws dealing 1d4 plus your strenght or dexterity modifier.
Every time you choose this feature, you add +2 to it's hitting roll.
Fangs
You grow fang. Each turn of combact, you can make an extra unarmed strike using your fangs dealing 1d8 plus your strenght modifier.
Every time you choose this feature, you add +2 to it's hitting roll.
Feathers
Falling damage is reduced by 30, and you can glide in the sky at a speed of 20 feet if you are faling from high enough.
Chosing two times this feature will make you sprout wings, enabling you to fly at a speed of 40 feet and erasing all falling damage if you are not grapled.
Every time you choose this feature after the second, your flying speed increase by 5 feet.
Improved Arms
Your arms become similar to the ones of your patron(dragon or monkey arms for example). You gain advantage on grappling and strength checks. Each turn of combact, you can make an extra unarmed strike using your arms dealing 1d4 plus your strenght modifier.
Every time you choose this feature, you add +2 to it's hitting roll.
Improved Legs
Your legs become similar to the ones of your parton(bird or goat legs for example). You gain 10 feet walking speed and, once upon short rest, you can use your bonus action to leap at a distance equal to double your walking speed. If you have choosen the Feathers feature, you can glide up to 20 feet instead of landing on the ground.
Every time you choose this feature, your walking speed incrase by 5 feet.
Tail
You grow a tail, gaining advantage on saving throws aganist being knocked prone and 40 feet of swimming speed. Each turn of combact, you can make an extra unarmed strike using your tail dealing 1d6 plus your strenght modifier whit 6 feet of range.
Every time you choose this feature, the reach of your tail extend by 1 foot and add +2 to it's hitting roll.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Representation Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
protection from evil and good, animal friendship, beast bond |
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Infused Attacks
Starting 7th level, you can use a bonus action to infuse a weapon with your patron's powers. Attacks made with that weapon deals additional damage equal to your intelligence modifier.
At 13th level you add your proficiency modifier to that damage, and at 17th level you add that damage also to your familiar's attacks.
Divine Presence
Starting 15th level, you can use your bonus action to start emitting your patron's aura. Enemy in a 15 feet radius must succeed a charisma saving throw equal to 12 + your winsom modifier, or they will become frightened.
Allies that attack an enemies in this ability range deal an additional 1d4 radiant damage to them.
Patron Manifestation
Once per long rest, as an action, you can summon the manifestation of your patron. It is always on top of you and takes turnes on it's own.
The patron manifestation has the same number of HP as your maximum ones and an AC of 17. While it is on top of you, the manifestation protects you giving you +2 AC.
Once per turn, as a reaction, the manifestation can take the damage from an attack instead of you.
The manifestation can do two attacks per turn with a reach of 15 feet and dealing the same damage as your pact weapon.
Once you use this feature, you can’t use it again until you finish a long rest.







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Posted Mar 5, 2021Hey, did you ever get to fix the familiar issue? Over all I like the holy warlock pov without having to multyclass.
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Posted Jan 19, 2020Friend I'm sorry but this is pretty heckin' bad my guy.