Paladin
Base Class: Paladin

Sometimes, loved ones leave behind unfinished business. Paladins who take the Oath of the Kinsman swear an oath to their family or ancestry to carry out their unfinished work (or, sometimes, to atone for their misdeeds). Through this oath, they draw upon the magic within their own blood, allowing them to cast arcane spells, continuing the path laid for them by their kinsmen.

Channel Divinity

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

Sacred Blood. As an action, you can imbue your blood with the power of your ancestors. Immediately after you take any damage, your own blood begins to seal your wounds, and you heal for half your paladin level, rounded up. If you are hit by an attack that would reduce you to zero hit points, you still fall to the ground, drop any concentration spells, and are reduced to zero hit points, but unless the damage would kill you outright, you are immediately restored to half your paladin level in hit points, rounded up, and you remain conscious. When your channel divinity ends, you suffer 1 point of exhaustion.

Ancestral Feast. As an action, you present your holy symbol and call upon your ancestors. Then, a number of enemies of your choice, up to an amount equal to your paladin level, are drained of their health by a number of hit points equal to your paladin level. This health drain cannot be reduced by any means. This health is transferred to you, restoring any lost hit points. Any hit points you gain that exceed your maximum hit points are added to you as temporary hit points, by an amount up to your paladin level in temporary hit points. These temporary hit points replace any other temporary hit points that you may have. When your channel divinity ends, you suffer 1 point of exhaustion.

Oath Spells

You gain oath spells based on your level and the alignment of your kin that are always prepared and don't count against your daily number of prepared spells. The spells you receive are based upon the alignment of your ancestor or relative, and do not necessarily have to match your alignment. Additionally, you may drain points from your healing pool to cast these additional spells, using 5 points from your healing pool per level of the spell cast in lieu of a spell slot.

Oath of the Kindred Spells

Aura of Blood

Starting at 7th level, the power in your blood begins to stir the blood of those around you. You and friendly creatures within 10 feet of you can’t be poisoned or petrified while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Aura of Spirit

Beginning at 15th level, your ancestors provide you with an unseen servant that cannot be destroyed. It has a strength of 8. It shares your normal, movement speed. It cannot be more than 60 feet from you, and if something would force it to move outside of this range, it is immediately brought back to your side. In all other ways, it is the same as the spell Unseen Servant. No spell slot is required for this ability. The Unseen Servant simply comes into existence when you reach level 15 in this class.

Vow of Mortality

At 20th level, once per long rest, as an action, you can speak a vow aloud, calling on your ancestors to guide you in defeating an enemy. Choose an enemy over whom to pronounce this vow. For the next minute, this enemy is vulnerable to all damage. If the target of your vow has an ability or other means that would make them resistant to a damage type, they begin to take normal damage from that damage type, instead. If an enemy is immune to a damage type, they become resistant instead.

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6/20/2020 1:20:43 PM
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