Base Class: Paladin
Divorced from Death.One foot in the land of the living and another in death, for whatever reason you are still standing and breathing fuelled by a raw power originating from the shadowfell.
Maybe Once you were a paladin or cleric in service to a god or order and have your life for a great cause and the forces of the shadow fell took notice of your tenacious ways and Fight until death mentality and saw something in you that would if properly harnesses disturb the status quo or act as their champion. Or you were a Ranger charged with protecting something or someone of great importance and you died trying to uphold you duty and now you walk the planes seeking revenge or to ensure you never let anyone down again.
you have a cold uneasy presence to other manic users although it isn’t always perceived as evil only unnatural or you have a mysterious sense of sadness and death around you.
Channel Divinity
- When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Wraith Flare. As an action, you thrust your hand forwards, and fire a sphere of black flames and astral auras towards a point within 120 feet of yourself that you can see. Creatures within 20 feet of the point must make a Dexterity saving throw, taking 2d6 Cold damage and 2d6 necrotic damage equal to your paladin level on a failed saving throw, or half on a success.
Turn the Unholy. As an action, you present your holy symbol or a trinket of your first life and speak a curse censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
[Tooltip Not Found],Dominate person |
Aura of The Beyond
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
A Spirit Between Life And Death
Beginning at 15th level, you are always under the effects of a protection from evil and good spell.
Wraith Lord
At 20th level, you can, as an action, surround yourself with an aura of Icy gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light and strong winds. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 Cold damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.
After activating the aura, you can't do so again until you finish a long rest.
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