Paladin
Base Class: Paladin

A half-elf plated in heavy armor that is decorated with golden skulls and red wrappings approaches a group of bandits. Saying a prayer to his God, and speaking the words of his promise aloud, the half-elf's mace begins to glow a dark color. He takes the mace and bludgeons one of the bandits who's final breath is pulled from his mouth and absorbed by the half-elf. The next bandit attempts to pierce the half-elf, only to have the air knocked out of him as the half-elf kicks him in the stomach. He reaches for his blade only for his skull to be smashed in by the mace, which glows an even brighter shade of black.

Channel Divinity

Beginning at 3rd level, you gain the following two Channel Divinity options.

Death's Fare When you make a melee attack, you may expend a use of your Channel Divinity to pull the life from another creature. When you attack with a melee attack, but before you know if it succeeds or not, you may activate your Channel Divinity and add an amount of Necrotic damage equal to your Charisma Modifier + Twice your Paladin level.

Passing Gift When you kill a creature with an attack you can siphon its soul to empower yours. After killing a creature with a melee attack you can expend a use of your Channel Divinity and gain an amount of temporary hit points equal to your Paladin level, as long as you have these temporary hit points you can add your charisma modifier to your attack and damage rolls.

 

Aura of Passing

Starting at 7th level, you and friendly creatures within 10 feet of you are resistant to necrotic damage and receive full possible healing from all healing spells.

 

Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

 

Deadly Visage

As an action you can become a Sentinel of Death himself. This benefit lasts for one minute.

  • You gain immunity to Necrotic and Radiant Damage
  • All creatures except undead, fiend, fey, or constructs must make a wisdom save against your spell DC, if they fail they are frightened for the duration.
  • The first weapon attack you make on your turn will deal an extra 3d8 necrotic damage.
  • At the beginning of your turn, you heal an amount of hit points equal to half the amount of necrotic damage you dealt in the previous round.
 

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