Paladin
Base Class: Paladin

The Oath of the Raven Queen is taken by paladins who serve the enigmatic goddess of death, fate, and the passage between life and the afterlife. These paladins are charged with maintaining the natural order of life and death, ensuring that no soul escapes its destined fate. They become the Raven Queen’s instruments in hunting down those who pervert death, such as liches, necromancers, and other abominations that defy the eternal cycle.

Paladins who swear this oath are bound to the shadowed realm of the Shadowfell, from which the Raven Queen herself watches over the spirits of the dead. They often embody the qualities of fate, death, and inevitability, and their powers evoke the darkness and mysteries of the Shadowfell. These paladins become the wardens of lost souls, the harbingers of final judgment, and the protectors of the sanctity of death.

Tenets of the Raven Queen

Paladins who swear the Oath of the Raven Queen uphold these principles:

  • Respect Death: Death is not to be feared but embraced as a part of existence. All things have their time, and death is the final path.
  • Guard the Soul: The sanctity of the soul is paramount. Undeath, resurrection without cause, or necromancy that distorts the soul’s fate must be eradicated.
  • Maintain Balance: Life and death must remain in balance. It is not your role to accelerate death or unnaturally prolong life but to guard the cycle.
  • Guide the Lost: Those who are lost in death or cling to the world of the living must be guided to their rightful place.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  1. Raven’s Mark:

    • As a bonus action, you summon a spectral raven to fly toward a target within 30 feet. The next time you or an ally hits the marked creature with a weapon attack, the attack deals an additional 2d8 necrotic damage. Once the raven returns, it delivers cryptic insight into the target's fate.
    • Judgment Insight (Optional Flavor): After marking a creature, you may gain a piece of knowledge about their impending doom or role in the grand tapestry of fate (up to the DM's discretion).
  2. Wings of Shadow:

    • As an action, you can unfurl ghostly wings, giving yourself a flying speed equal to your walking speed for 1 minute. Alternatively, you can cause nearby enemies (within 10 feet) to make a WIS saving throw ({{savedc:cha}}) or be frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of The Raven Queen
Paladin Level Spells

3rd

find familiar, unseen servant

5th

hold person, misty step

9th

haste, spirit guardians

13th

banishment, dimension door

17th

hold monster, creation

Aura of Fate

Starting at 7th level, you and friendly creatures within 10 feet of you gain a heightened sense of fate. Whenever you or an ally within the aura makes an attack roll, saving throw, or ability check, you can roll 1d4 and add the number rolled to the result.

At 18th level, the range of this aura increases to 30 feet.

Queen’s Sanctuary

At 15th level, you can draw on the Raven Queen’s protection in the face of death. Whenever you are reduced to 0 hit points but not killed outright, you can choose to vanish in a swirl of raven feathers, teleporting to an unoccupied space within 30 feet. You reappear with a number of hit points equal to your Charisma modifier + your Paladin level.

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

Fateweaver

At 20th level, you can use an action to become a vessel of fate and shadow for 1 minute. During this time, you gain the following benefits:

  • Shroud of Death: You and all allies within 30 feet become incorporeal, granting resistance to all damage except force and psychic damage.
  • Fatebinder: Whenever an enemy within 30 feet makes an attack roll or saving throw, you can use your reaction to force them to roll with disadvantage.
  • Shadow Leap: As a bonus action, you can teleport to a shadowed area within 60 feet that you can see.

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

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