Base Class: Paladin
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Undead Thralls
The following changes are made to your Paladin features:
Your "Divine Smite" and "Improved Divine Smite" features are replaced with Undead Thralls.
Undead Thralls
By spending 10 uninterrupted minutes performing this ritual with a spellcasting focus or component pouch, you can raise the remains of one or two creatures into undead creatures. Undead created in this way become your thralls. You maintain control over your thralls indefinitely. Stat blocks for zombies and skeletons are the statistics you use for your typical thralls, with other undead thrall stat blocks being allowed with the permission of your DM.
In combat, the undead share your initiative count, but they take their turns immediately after yours. They can move and use their reactions on their own, but the only action they take on their turns is the Dodge action, unless you take a bonus action on your turn to mentally command any or all of your undead thralls to take other actions. Those actions can be one in their stat blocks or some other action. You can only mentally issue orders to an undead thrall if they are within one mile of you. If you are incapacitated, the undead can take any action of their choice, not just Dodge. Thralls use your spell attack bonus to make their attacks.
You can animate and control thralls with up to a total of challenge rating (CR) 1/2, and you can only control up to two undead thralls at a time. At any time, you can use your action to sever your connection to one or more thralls, releasing them. Corporeal undead crumple into a heap and incorporeal undead flee to the Ethereal Plane.
The total CR of undead you can control increases at 5th level (CR 1), 9th level (CR 2), 13th level (CR 3), and 17th level (CR 4)
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Mudknot's Merry Mausoleum. As an action, you create a shadowy door on a flat solid surface or unoccupied space within 30 feet of you using your Channel Divinity. The door is large enough to allow Large creatures to pass through unhindered. When opened, the door leads to a demiplane that can only be entered by corpses or undead creatures and their equipment (excluding you), housing up to 10 undead creatures or corpses (the size of the undead or corpse does not matter) and violently expelling anything else that enters. The demiplane resembles a room 60 feet in each dimension made of wood or stone. The room contains basic furniture and accommodations for your undead.
The door lasts for one hour or until you dismiss it (no action required).
Hellfire Orb. As an action, you hurl a magical ball of fire that explodes at a point you can see within 120 feet of you using your Channel Divinity. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. The sphere spreads around corners. A creature takes (PB)d6 fire damage and (PB)d6 necrotic damage on a failed save, or half as much damage on a successful one.
At 15th level the radius of this ability increases to 20 feet.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Death Knight Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
command, compelled duel |
|
5th |
hold person, wither and bloom |
|
9th |
animate dead, life transference |
|
13th |
banishment, shadow of moil |
|
17th |
danse macabre, negative energy flood |
Enhanced Thralls
Starting at 7th level, your thralls are more resilient. Undead thralls under your control gain the following benefits:
- The creature's hit point maximum is increased by an amount equal to your Paladin level.
- When an undead thrall starts it's turn within 10 feet of you, the the undead thrall gains a number of temporary hit points equal to your Charisma modifier (minimum of 1)
Martial Prowess
Beginning at 15th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
Death Knight
At 20th level, you have completed a ritual to become a fully fledged Death Knight. A magical weapon you are attuned to becomes your bound weapon, and it becomes a +3 weapon if it is not already (the +3 replaces any magical bonus the weapon has unless it is +3 or higher) and deals an additional 1d8 necrotic damage on a hit.
You can conjure your bound weapon as an action, the sword magically reappearing in your hand in perfect condition even if it was destroyed. If you would die your body crumbles to dust, with all of your equipment except your weapon disappearing as well. If your weapon is not destroyed in 24 hours you reform in the nearest unoccupied space next to your weapon with all of your equipment as if you had completed a long rest.
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