Soul Magics: The soul you come from was capable of powerful magics, when you make an ability check (Arcana) you can add a d8 to it. You can do this a number of times equal to your proficiency mod and you regain all uses on a long rest.
Long-limbed: When you make an attack roll, your reach has an additional 5ft to it.
Inspiring leader
Warrior of Art: Your body tells a tale from the unique design upon it, some may be of war while others of happiness. Choose one design of your Jar;
War: You gain proficiency in longswords, rapiers, and greatswords
Planes Lost
+1 stat of your choice (Cha)
Skill Prof - Survival & potter's tools
As a being that does not originate from this plane, you possess a natural resilience to the magical effects of the mortal realm. This grants you an advantage on saving throws against spells, and you are resistant to one type of damage of your choosing (Fire).
In addition, whenever you deal damage with a spell or weapon, you can substitute the damage type with your chosen type up to a number of times equal to your proficiency bonus. This feature can be used a maximum number of times before requiring a long rest to recharge.
Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Channel Divinity: Perfect Self
As a bonus action, you present your holy symbol and turn it into your perfect form for 1 minute, you can choose what the form looks like at character creation and gain features relating to your channel divinity choice. You may choose 3 features at character creation (These features cannot be changed), these will be discussed with the DM. You gain the following for 1 minute;
Explosive Onslaught:
As an action, you can channel your divine energy into a devastating explosion attack. Choose a point within 30 feet of you, and a wave of radiant energy erupts from that point in a 20-foot radius. Each creature in that area must make a Dexterity saving throw against your paladin spell save DC. On a failed save, a target takes fire damage equal to your Paladin level + your Charisma modifier. On a successful save, the damage is halved. Additionally, any flammable objects caught in the blast are ignited as long as they are not worn or carried.
Harvested Blessings:
When you defeat a humanoid creature or an undead creature with a Challenge Rating equal to or greater than your paladin level, you can use your bonus action to capture its essence in yourself. You can hold a number of essences equal to your Charisma modifier (minimum of 1). Each essence stored within the you grants you a temporary ability or power. You can use a bonus action to consume one of the essences and gain one of the following abilities until the end of your next turn:
Life Leech: Whenever you hit a creature with a melee weapon attack, you regain hit points equal to your Charisma modifier.
Fierce Retribution: When a creature hits you with a melee attack, it takes fire damage equal to your Charisma modifier.
Death's Resilience: You gain resistance to damage related to the creatures soul and advantage on saving throws against being charmed or frightened.
Inspiring Presence:
You gain a 10ft aura in which you unleash a wave of divine energy that empowers and bolsters your allies. Each chosen creature inside the aura gains temporary hit points equal to your Paladin level + your Charisma modifier at the end of their turn while inside the aura. In addition, for the duration, they have advantage on saving throws against being frightened, and whenever they make a weapon attack, they deal an extra 1d6 fire damage.
3rd Level Features
Channel Divinity: Unyielding Might
Starting at 3rd level, you can use your bonus action to unleash the raw power within you, growing to a large size for 1 minute. During this time, you gain the following benefits:
You have advantage on all Strength checks and saving throws.
Your melee attacks deal additional radiant damage equal to your Charisma modifier.
As an action, you can flex your newfound power, forcing all creatures in a 10-foot radius around you to make a Dexterity saving throw. On a failed save, they take thunder damage equal to Xd8 and is pushed 10ft away, where X is half your paladin level, or half as much on a successful save. The DC for this saving throw is 8 + your proficiency bonus + your Charisma modifier.
Channel Divinity: Overwhelming Presence
Also at 3rd level, you can use your Channel Divinity to showcase your unparalleled strength and intimidate those around you. As an action, you flex your muscles, forcing all creatures of your choice within 30 feet of you to make a contested Athletics check against you. If you roll higher than the creatures, any creature lower than your check creature is under the effects of the compelled duel spell for 1 minute.
While affected by this effect, the target has disadvantage on attack rolls against creatures other than you, and it must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you. If it fails that saving throw, it must choose a different destination.
7th Level Feature
Aura of the Dominance
At 7th level, your commanding presence extends in a 10-foot radius from you. Friendly creatures within this aura gain advantage on STR saving throws and you gain expertise in Athletics. At 18th level, the range of this aura increases to 30 feet.
Cosmic Metamorphosis
As you delve deeper into the infection, you unlock the ability to channel the unfathomable power of the starspawn. You gain the ability to transform into a starspawn as a bonus action. This transformation lasts for 1 minute, during which time you gain the following benefits:
Cosmic Resilience: Your hit point maximum increases by 50 times your character, and you regain hit points equal to your Constitution modifier at the start of each of your turns.
Cosmic Form: Your physical form shifts and warps, granting you resistance to bludgeoning, piercing, and slashing damage from attacks.
Cosmic Fury: When you hit with a weapon or spell attack, you can deal an extra 8d8 force damage to the target.
Cosmic Presence: Humanoids of your choice within 30 feet of you must make a Wisdom saving throw against your spell save DC or highest mental modifier or fall unconscious for 1 minute or until they take damage.
Once you use this feature, you can't use it again until you finish a long rest. You are set to 5 exhaustion and corruption at the end of the feature.
Notes