Marthakh Demoncleaver

# ***Morthakh Demoncleaver***

## Morthakh Demoncleaver

Morthakh Demoncleaver was a demon hunter of the deep. He would be enlisted to cleanse rogue demons to kill and he would be paid and he kept the spoils of battle. When he wasn't hunting, he was in his forge improving his craft or making new armor and weapons to bring money or to infuse them with chaotic magic. He caught wind of two demonic swords, the Saber of Hellfire and Sword of the Deep. On his hunt in a ravaged mine, he was caught by surprise by thralls and was stabbed in the back. Eventually he bled to death.

## ***Weapons of Choice:***

* Double Bladed sword(Currently Split in two)- a Twin set of blades that can be used as one or as Single Blades

## ***Powers and Abilities:***

### ***Feats and Boons:***

**Sentinel:** *You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:*

*When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.*

*Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.*

*When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.*

### ***Paladin Class Features:***

**Level 1:**

* *Divine Sense:* The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. 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.
* *Lay on Hands:* Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

**Level 2:**

* *Divine Smite:* Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
* Fighting Style (Great Weapon Fighting): When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

**Level 3**

* *Divine Health:* By 3rd level, the divine magic flowing through you makes you immune to disease.
* *Channel Divinity: Harness Divine Power:* You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

**Level 4:**

* *Martial Versatility:* Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

**Level 5:**

* *Extra Attack:* Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### ***Paladin Subclass Features:***

**Level 3:**

* *Tenents of the Annihilator:* The principles of the oath of the annihilator are simple. They emphasize the value of Strength above all else.
	+ Extinguish the Weak. An enemy who lacks the Strength to prevail in Combat must be ushered into the embrace of death.
	+ Maintain The Balance. For life to flourish, there must be destruction. The strong endure, the weak succumb.
	+ Revel in Destruction. All things end, especially life. Everyone has only a limited time to experience mortal delights, the greatest of which are Combat and strife.
	+ Embrace the End. Death should not be feared. Since it comes for everyone, best be prepared for it at any time.
* *Channel Divinity: Vow of Ruin:* As a Bonus Action, you can utter a vow of ruination using your Channel Divinity. For 1 minute thereafter, successful attacks you make against Objects and Constructs are treated as Critical Hits. If your weapon isn’t a Magic Weapon, it becomes a Magic Weapon with a +1 bonus to Attack Rolls and Damage Rolls for the Duration of this Effect.
* *Channel Divinity: Wither Foe:* As an action, you can present your holy Symbol and speak a prayer of damnation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Charisma saving throw. On a failed save, it takes necrotic damage equal to your Charisma modifier + your Paladin level, and it has disadvantage on Saving Throws for 1 minute or until it’s reduced to 0 Hit Points.
* *Oath Spells:*

You gain Oath Spells at the Paladin levels listed.

**Oath Of Annihilation Spells**

 5th
 9th
 13th
 17th