Base Class: Paladin
The Oath of the Raven is a solemn commitment to punish those who have committed grievously evil acts. They find comfort in the shadows. They are not afraid of walking the fine line between light and shadow. They believe in fighting together or dying together for the greater good. They fight the greater evil, showing them no mercy, and by any means necessary. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves' guild grows too violent, when a dragon rampages through the countryside—at times like these, paladins stand together and swear an Oath to the Raven to set right what has gone wrong. (Lawful Neutral)
These paladins share the following tenets:
- Find comfort in the shadows.
- Fight together, Die together.
- Fight as one, Die as one.
- Only wrong those who have wronged you.
- Fight the Greater Evil by any means necessary.
- No Mercy for the Wicked.
Level 3: Oath of the Raven Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Raven Spells table, you thereafter always have the listed spells prepared.
Oath of the Raven Spells
|
Paladin Level |
Spells |
|
3rd |
Find Familiar, Wrathful Smite |
|
5th |
Darkness, See Invisibility |
|
9th |
Daylight, Spirit Shroud |
|
13th |
Shadow of Moil, Aura of Life |
|
17th |
Infernal Calling, Summon Celestial |
Level 3: Channel Divinity: Twilight Sanctuary
3rd-level Oath of the Raven feature
You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you.
The sphere is centered on you, has a 30-foot radius, and is filled with dim light.
The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die.
Whenever a creature (including you) ends its turn in the sphere, one of the following happens:
- You or your allies gain temporary hit points equal to 1d6 plus your Paladin level.
- Enemy creatures must make a constitution saving throw or become charmed or frightened.
Increased duration for 2 minutes starting at Level 5, 3 minutes at level 7, 4 minutes at level 10, and 5 minutes at level 15.
Level 7: Sacred Oath feature
Sacred Oath feature
At 7th level, you gain a feature granted to you by your Sacred Oath.
Level 7: Aura of Twilight
Starting at 7th level, the paladin, as well any allies within 10 feet of the paladin (including allied fiends and undead), gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.
Level 15: Soul of Twilight
Starting at 15th level, the authority with which you channel your Dark Sanctuary gives you greater power over your foe. It now does the following effects, as well as what it did before:
- When a foe is within your Dark Sanctuary, they now take 1d12 necrotic and 1d12 radiant damage at the end of each round they remain within it.
- When an ally is within your Dark Sanctuary, they now gain resistance to radiant and necrotic damage from magical means, and bludgeoning, piercing, and slashing damage from nonmagical weapons.
Level 20: Sacred Oath feature
At 20th level, you gain a feature granted to you by your Sacred Oath.
Level 20: Twilight Form
At 20th level, you can assume a twilight form. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
Raven wings sprout from your back and grant you a flying speed of 60 feet.
You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can't use it again until you finish a long rest.
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