Base Class: Paladin
Cherish Life. The living has a gift granted to them. All life deserves protection and a chance to continue.
Preserve the Righteous. Death should not come early to those who have led a blessed life. Preserve the righteous, so they may live on without fear, and one day die in peace.
Accept Death. Death comes to all eventually, do not fear it. Accept it, and you will find a place in the afterlife.
Let Souls Pass On. Every soul deserves its place in the afterlife. When you see a creature forced into undeath, let its soul go free.
Annihilate the Unholy. The undead and those who foster them are unholy and wicked. Destroy them before they defile more than they have alread.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.
You Learn the Spare the dying cantrip
Oath of Conquest Spells
| Paladin Level | Spells |
|---|---|
| 3rd | spare the dying, ice knife, healing word, |
| 5th | hold person, gentle repose |
| 9th | speak with dead, sleet storm |
| 13th | guardian of faith, ice storm |
| 17th | cone of cold, hallow |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Freeze the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and the undead, using your Channel Divinity. Each fiend and undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. All creatures that succeeds on the saving throw get frightened until the end of their next turn. If the creature fails its saving throw, it is frozen for 1 minute or until it takes damage.
A frozen creature is affected by the petrified condition until the frozen effect ends, at which point the creature is freed and able to act normally.
Armor of Winter. As a bonus action, you evoke the Raven Queen's mantle, creating a thick layer of protective ice that covers you and your equipment. You gain resistance to cold and Temporary hit points equal to your Paladin level + Proficiency bonus + Charisma modifier and you gain a bonus to your AC equal to your Charisma modifier.
In addition, if a creature hits you with a melee attack while you have these temporary hit points, the creature takes cold damage equal to your Paladin level + Proficiency bonus + Charisma Modifier.
Armor of Winter lasts for 1 min or until you choose to end it. If you fall unconscious, this effect ends immediately.
Celestial Raven
You may spend a bonus action to command your raven to distract a creature. Until the beginning of your next turn, an enemy who shares a space with your raven cannot use reactions. If the raven is killed, it will reappear and rejoin you at dawn.
In addition, ravens are strangely attracted to you. Wherever you go, ravens in the area are attracted by your presence and tend to gather nearby.
As an action you may dismiss your raven. In doing this, an image of a raven is emblazoned on your body. You gain Darkvision, may add your proficiency to perception checks (if you are not already proficient). The raven may be summoned at any point in time. However, if it has died, you will need to wait until dawn.
Cherish Life
Starting at 7th level, you and allies within 10 feet of you have resistance to cold and necrotic damage and cannot be charmed nor possessed by undead creatures. You must be conscious to grant this bonus. This does not affect creatures who are already charmed or possessed.
At 18th level, the range of this aura increases to 30 feet and the aura also provides advantage on saving throws against magic from undead creatures and spells from the necromancy school.
Preserve the Righteous
Starting at 15th level, when you or a creature within 30 feet of you is reduced to 0 hit points, you can use your reaction to make it drop to 1 hit point instead. This ability does not work on undead or constructs and each creature can only be targeted by this ability once per long rest.
A creature that benefits from this ability receives temporary hit points equal to your Paladin level + Charisma modifier that last for 1 min or until expended. After 1 minute the creature suffers a point of exhaustion and loses these temporary hit points.
When you use this ability on yourself, you don't receive temporary hit points but you instead become invisible and teleport to an empty space you can see within 30ft of you, at the same time that a frozen statue of you appears where you were standing. The invisibility last for 1 min or until you attack or cast a spell. The frozen statue lasts until destroyed of it melts.
Accept Death
At 20th level, you can use an action to assume the form of Ravens Queen's avatar, the Angel of Death. The transformation that lasts for 1 minute and grant you the following benefits:
Your clothes and equipment become dark almost black, your eye become blue and a pair of black wings sprout from your back granting you a flying speed of 60 feet.
Your attacks inflict an addition 2d8 necrotic or cold damage (your choice on each attack).
Your transformation makes all your enemies recognize you as death itself, to a point that they can actually see it. The first time any enemy creature moves within 30 feet from you or starts its turn within 30 feet from you, the creature must succeed on a Wisdom saving throw or be frightened for 1 minute or until it takes damage. Attack rolls against the frightened creature are made with advantage.
Once you use this feature, you can't use it again until you finish a long rest.
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