Paladin
Base Class: Paladin

Tenets of the Deathbringer

  • Balance of Life: Respect the cycle of life and death, knowing that death is not an end, but a part of a greater cycle.
  • Mastery Over Death: Use your powers to control undeath for the greater good, never allowing such forces to run rampant.
  • Guardian of Souls: Protect the souls of the dead from being used as mere tools, and guide them to their rightful rest.

Level 3: Oath Spells

  • You gain oath spells at the paladin levels listed.
    • 3rd: false life, inflict wounds
    • 5th: gentle repose, ray of enfeeblement
    • 9th: animate dead, vampiric touch
    • 13th: blight, death ward
    • 17th: antilife shell, cloudkill

Channel Divinity

  • Touch of the Grave: As an action, you can use your Channel Divinity to bring a creature you touch to the brink of death. The creature must make a Constitution saving throw, on a failed save, the creature takes 2d10 + your paladin level necrotic damage, on a successful save, it takes half as much damage.
  • Command Undead: As an action, you can use your Channel Divinity to take control of one undead creature you can see within 30 feet of you for 1 minute or until it takes any damage.

Level 7: Aura of Decay

  • You and friendly creatures within 10 feet of you gain resistance to necrotic damage.
  • Enemies within your aura have disadvantage on saving throws against being frightened.

Level 15: Grasp of the Grave

  • Once on each of your turns when you hit a creature with a melee weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you deal this damage, you gain temporary hit points equal to the necrotic damage dealt.

Level 20: Deathbringer’s Ascendancy

  • As an action, you can transform into an avatar of death for 1 minute. For the duration, you gain the following benefits:
    • You emanate an aura of dread in a 30-foot radius. The first time any enemy enters the aura or starts its turn there during a round, it must make a Wisdom saving throw or become frightened of you until the aura ends.
    • Once on each of your turns, you can cast the finger of death spell without expending a spell slot.
    • You have resistance to all damage.

Once you use this feature, you can’t use it again until you finish a long rest.

 

Oath Spells

You gain oath spells at the corresponding paladin levels

Channel Divinity

  • Touch of the Grave: As an action, you can use your Channel Divinity to bring a creature you touch to the brink of death. The creature must make a Constitution saving throw, on a failed save, the creature takes 2d10 + your paladin level necrotic damage, on a successful save, it takes half as much damage.
  • Command Undead: As an action, you can use your Channel Divinity to take control of one undead creature you can see within 30 feet of you for 1 minute or until it takes any damage.

Aura of Decay

  • You and friendly creatures within 10 feet of you gain resistance to necrotic damage.
  • Enemies within your aura have disadvantage on saving throws against being frightened.

 

Grasp of the Grave

Once on each of your turns when you hit a creature with a melee weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you deal this damage, you gain temporary hit points equal to the necrotic damage dealt.

 

Deathbringer’s Ascendancy

As an action, you can transform into an avatar of death for 1 minute. For the duration, you gain the following benefits:

    • You emanate an aura of dread in a 30-foot radius. The first time any enemy enters the aura or starts its turn there during a round, it must make a Wisdom saving throw or become frightened of you until the aura ends.
    • Once on each of your turns, you can cast the finger of death spell without expending a spell slot.
    • You have resistance to all damage.

Once you use this feature, you can’t use it again until you finish a long rest.

 

Oath Of The Deathbringer Image

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