Base Class: Paladin
A paladin of the Undying Oath has denied themselves the fundamental dignity inherent to mortality: the ability to die. These knights have become so devoted to their ideals that they have taken a postmortem oath, cursed to be unable to rest until they have truly fulfilled their oath.
Tenets of the Undying Oath
Though the exact words and strictures of the Undying Oath may vary, paladins of this oath share these tenets.
Persist. Whenever I am cut down, I will rise again.
Continue the Fight. So long as there is breath in my lungs and blood in my veins, I will fight for what I believe in. I will not allow myself to rest while there is still work to be done.
Let it Count. I have lived many lifetimes, and it still has not been enough. I can only hope this one will be the last.
Oath Spells
A paladin of the Undying Oath gains the following spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | false life, hellish rebuke |
| 5th | aid, gentle repose |
| 9th | speak with dead, vampiric touch |
| 13th | compulsion, death ward |
| 17th | antilife shell, raise dead |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Resist the Call. As a bonus action, you may gain resistance to a damage type of your choice for 1 minute.
Extraordinary Resilience. As an action, the paladin shields themselves against death. For the next minute, the first time you would drop to 0 hit points as a result of taking damage, you instead drop to 1 hit point, and this ability ends. If this ability is still in effect when you are subjected to an effect that would kill you instantaneously without dealing damage, that effect is instead negated against you, and this ability ends.
Undying Allegiance
Starting at 3rd level, your devotion to your oath allows you to survive fatal wounds. Whenever you fail a death saving throw, you may instead choose to succeed. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Supernatural Recovery
At 7th level, you are able to recover from almost any wound. You regain hit points equal to 1d4 + your charisma modifier if you begin your turn in combat with fewer than half of your hit points remaining. If you lose a body part, it will regrow and return to full functionality after 1d10 + 1 days.
Eternal Vigil
At 15th level, your devotion to your oath has grown so great that it is nearly impossible to kill you permanently. Having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. When you reach 3 failed death saving throws, you die.
Immortal Zeal
At 20th level, you have become so devoted to your oath that death has lost its grasp on you. As an action, you can become temporarily unkillable, gaining the following benefits for 1 minute:
- You have resistance to all damage.
- Your hit points cannot be lowered past 1 hit point. Every time you take damage that would reduce you below 1 hit point, you instead gain a level of exhaustion.
Once you use this feature, you can’t use it again until you finish a long rest.
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