Paladin
Base Class: Paladin

This is a homebrew subclass for the Paladin that is a bit of a rework of the Oathbreaker class. Not all Paladins who lost their faith did it by choice and decided to go dark and this subclass gives the lost paladins another option, not every god decides to keep their connection though so this kind of relationship is rare. In this class the connection to their diety still exists it's just clouded so the power feels very one-sided. A paladin can still cast their spells but are unsure quite where that power comes from, reaching for a holy symbol that's no longer there, feeling the need to pray for clarity but unsure who to call upon, etc. Although a confusing and hard time for the Paladin they still have the drive and passion to do what is just and help those they can. Typically an oath broken paladin is of the neutral alignment and whether they are good or bad depends on how they decide to react to losing their faith.

Hit Points

Hit Dice: 1d10 per Oathbroken level
Hit Points at 1st Level: 10 + CON modifier
Hit Points at Higher Levels: 1d10 (or 6) + CON modifier per Oathbroken level after 1st

Proficiencies

Armor: All armor, Shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, Survival, and Religion.

Sense the Lost

When you are in the presence of people who have lived through severe loss, they start to show signs that reveal to the practiced eye an idea of what happened. As an action, you can open your awareness to detect such signs. Until the end of your next turn, you can sense if a person within 60 ft. has suffered any tragedy, you will know if the loss was intentional or accidental and what was lost; however, you won't know how. Within the same radius, you also detect the presence of any place or object that has been used or have a connection to the act.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Strong Tower

You touch a creature giving them a sense of stability and strength that was not there before. With your power, you can grant temporary hit points equal to your oathbroken level x 2. these points are re-rolled after each long rest and do not stack.

As an action, you can motivate a creature and grant power to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you instead choose to spend your action to break one of your enemies will, the target takes psychic damage equal to your oathbroken level x 2.

Unknown Blessing

By 3rd level, your refusal to lose hope makes you immune to disease.

Spells of the Lost

While most paladins are granted their spells from their Deities you've found a way to access spells through your own faith. Once you gain access to a lost spell, you always have it prepared. Lost spells don’t count against the number of Spells you can prepare each day.

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn

Clearing the Fog

Starting at 6th level your connection with your diety has begun to reawaken. This renewed connection emits a 10ft aura around you. Any enemies within that radius must make a CHA saving throw equal to your charisma score or have disadvantage on its next attack against you. You must be conscious to create this effect. At 18th level, the range of this aura increases to 30 feet.

Renewed Conviction

Starting at 10th level, you and friendly creatures within 10 feet of you can't be Frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.

The Chosen's Boon

Starting at 14th level you may grant a one-time use spell to a creature. This can be any spell from your spell list and must be used within the next 8 hours or the spell is lost. It costs a spell slot to do this and if the creature is unwilling they must make a CON save against your spell DC.

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