Paladin
Base Class: Paladin

The paladins that take this oath harness the powers and auras of the darker planes. They aren't necessarily evil, but the rarely serve any of the gods of good, preferring gods of neutrality, chaos, or truly any god who can forge them into a weapon to smite their enemies. The tactics of this paladin mainly involve hampering the foes ability to think clearly while bolstering their own strengths. The gods who they may worship include but are not limited to include Gilean, the Sage, Chislev, the World Mother, Lunitari, the Night Candle, Reorx, the World Smith, and Shaundakul, the Rider of Winds.

Tenets of the Bonewalker:

Strength and Prowess: You must always maintain a strong arm, sharp mind and indomitable spirit, for failure in training means failure in combat.

Be Merciless: The gods didn't guide you all the way in your journey to watch you fail in killing your enemy.

Creativity: Being rigid means failure. Be flexible in spellcasting and combat, and use the environment to your advantage.

Be Powerful: Amass the most powerful spells, the finest weapons and armor, and learn all the knowledge you possibly can to improve your chances in both life and a fight.

Channel Divinity

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

Hellfire Smite.  Your holy symbol burns with a bright light. For 1 minute your melee weapon attacks and melee spell attacks deal an additional 2d6 fire damage. In addition, melee spell attacks that deal fire damage, other smite spells or abilities and magic weapons dealing fire damage deal an extra 4d6 fire damage instead of 2d6.  

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.

Bone Armor. As an action, you present your holy symbol which becomes glazed in a white haze. Plating of bone covers your clothing or armor for 5 minutes, giving you and willing creatures in a 25 foot radius an AC of 15+Dex modifier and a resistance to fire, ice, lightning and thunder damage, regardless of the creatures armor proficiency. In addition, everyone wearing the bone armor has disadvantage on stealth checks due to being heavy armor.

You can end this effect on your turn as part of an action. If you fall unconscious or die, this effect ends on you and any creatures that have the armor. 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Bonewalker Spells
Paladin Level Spells

3rd

chromatic orb, absorb elements

5th

lesser restoration, burning hands

9th

elemental bane, dispel magic

13th

freedom of movement, telekinesis

17th

steel wind strike, flame strike

Aura of Dismay

Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on all saving throws. Hostile creatures have disadvantage on all saving throws.

At 18th level, the range of this aura increases to 30 feet, and in addition all friendly creatures (including you) in the aura have advantage on all ability checks, saving throws and attack rolls. Hostile creatures in the aura have disadvantage on all ability checks, saving throws and attack rolls.

Colossus

Beginning at 15th level, your maximum AC can never be below 15; you gain resistance to fire, ice, lightning, poison and thunder damage; you can roll hit dice to heal in combat, and you deal an additional die of damage to abberations, fiends, celestials, fey and dragons.

Pinnacle of Power

At 20th level, as an action, you channel and intertwine the powers of evil and good together. For 1 minute, a powerful radiance shines from you in a 30 foot radius, and dim light shines another 30 feet behind that.

If a hostile creature comes within 10 feet of you, it takes 10 radiant and 10 necrotic damage, and is blinded if it fails a Constitution saving throw against your spell save DC.

In addition, you have resistance to all damage, and automatically succeed on your death saving throws for a total 1 time, jumping right back into combat upon death. You also restore 1d10+Con modifier HP every turn while this is active.

Once you use this feature, you can’t use it again until you finish a long rest, and restore all of your HP.

Oath Of The Bonewalker Image

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