Base Class: Paladin
The Oath of the Souldrinker represents paladins who gain power by consuming the essence of their foes. They seek out the ultimate power, constantly evolving to re-shape themselves in the image of their god. As a result, no two Souldrinkers are the same. These paladins, often known as Franken-Knights, are constantly on the lookout for powerful foes and rare abilities.
Some of these paladins consider themselves protectors, worshipping gods of order and light, consuming only the most evil of foes to make themselves strong enough to protect their brethren. Other paladins are devoted purely to the pursuit of power, serving gods of war and death, viewing others only as a means to increase their own strength in service to their god. Evolution can sometimes have unanticipated consequences as absorbing the wrong power can corrupt a Souldrinker's mind, making them agents of chaos.
TENETS OF THE SOULDRINKER
A paladin who takes this oath has the mark of the Souldrinker tattooed on their body. The Souldrinker symbol is composed of three pieces, each representing a tenet of the Souldrinker.
Bigger and Better. You are always moving forward to expand your power, knowledge, and understanding. You are constantly evolving both physically and mentally.
In their Image. You reshape your body in the image of your god. You alter your body to best adhere to the ideals they represent.
Stand Apart. Your body is a canvas and you make sure that it stand sapart from the rest.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Souldrinker Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Souldrinker Spells
| Paladin Level | Spells |
|---|---|
| 3rd | expeditious retreat, feather fall |
| 5th | alter self, barkskin |
| 9th | fly, water breathing |
| 13th | black tentacles, polymorph |
| 17th | hallow, telepathic bond |
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Stolen Power. You can use your Channel Divinity to cast a store a spell or attack. You may store a spell or attack from a fallen enemy as a bonus action. Storing a spell or attack does not use up a channel divinity. The spell must be of a level you are currently able to cast and uses your spell modifier, attack, DC, and spell casting ability. Casting the stored spell does not use a spell slot. Once you cast the spell or use the attack, it is no longer stored and cannot be used again. You can store 1 spell or attack at Level 3, 2 at Level 9, and 3 and Level 13.
Knowledge Transfer
Starting at 7th level, you may copy skill or tool proficiency from an ally or fallen enemy as a bonus action. The next time you perform a skill check for the copied skill, you have proficiency or expertise if you already had proficiency. Upon using the copied skill, it is no longer copied. You may not have more than one skill copied a time.
Twisted Evolution
Once per short rest, you can absorb major features from a fallen enemy as a bonus action. You can absorb one of the following values: initiative modifier, all movement speeds (walking, flying, swimming, and burrowing), all senses (e.g., darkvision, blindsight), one resistance or immunity, natural armor, size (up to one size smaller or larger), or a racial trait that impacts movement or breathing (e.g., amphibious, earth walk, unending breath, halfling nimbleness). You may only store one major feature at a time. At level 20, you may store two major features. If you do not have an empty slot, absorbing a new feature replaces a prior stored feature of your choosing.
Rapid Absorption
At 20th level, you gain the ability to use minor absorption, major absorption, and skill copy from both incapacitated and conscious enemies.
Previous Versions
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9/6/2021 2:03:28 AM
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Alpha
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Coming Soon
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