Base Class: Paladin
Paladins of the Oath of the Raven are often a dour lot, adhering to a strict code that stresses the sanctity of both life and death. Followers of the Raven Queen, they act as her avengers and defenders in the mortal realms. They have made an oath to serve her, in this life and the next.
Tenets of the Raven
Though the exact words and strictures of the Oath of Raven vary, paladins of this oath share these tenets.
Defend the living. Those who are living deserve to live, unless they are of old age. However, they, too, deserve to live until the end.
Keep the dead. Those who pervert the natural way of life do not deserve to live, should be treated with extreme prejudice, and should be dealt with accordingly.
Death is for the dying. Though grief is natural and important, your first duty is to the dying, and easing their path to the World Beyond.
Channel Divinity
You gain two Channel Divinity options:
Destroy Undead. As an action on your turn, you can choose to destroy those who would defile the natural order of life. Each undead creature within 15 feet of you must make a Wisdom save against spell save DC. If the undead creature is of Challenge Rating 1/4 or lower fails the saving throw, it is destroyed. If it is above Challenge Rating 1/4 or succeeds on the saving throw, it is not destroyed, but rather frightened of you for one minute. The Challenge Rating changes to 1/2 at 5th level, 1 at 10th level, and 2 at 15th level.
Shelter the Living. As an action, you present your holy symbol and ward nearby allies against death. Choose a number of creatures equal to your Charisma modifier within 30 feet of you. Each chosen creature gains 10 temporary hit points. You cannot use this feature on an undead or construct.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Raven Harrier
Starting at 7th level, you are granted a Raven Harrier by the Queen herself. While you are unsure of the link this creature shares with your matron goddess, you feel her presence when it is with you. The Raven Harrier functions as a familiar like the spell find familiar. It is a celestial familiar, and it's attacks are considered magic for the purposes of damage resistance. It can be commanded with a bonus action on your turn, but is unable to be sent to a pocket plane. If it dies, it can only be re-summoned as part of a long rest.
While the Raven Harrier is sharing your space (e.g. on the ground at your feet, flying above you, or sitting on your shoulder), you are granted the Aura of the Raven.
Aura of the Raven: You can use 5 hp from your Lay on Hands pool to temporarily grant a touched target (including yourself) resistance to necrotic damage for 1 minute, and while the creature has this resistance their maximum HP cannot be reduced. This cannot affect undead or constructs.
At 11th level, the Raven Harrier can land on a dying creature and grant it advantage to death saving throws.
At 15th level, the Aura of the Raven can be cast on allies within 10 ft. of the caster.
Raven's Talon
At 15th level, the Raven Queen has granted you immense power, allowing you to take out your enemies with ease. As a bonus action, you can target one creature, causing a raven's talon to wrap around their neck. This talon causes them to take 1d8 necrotic or radiant damage. As a bonus action on following turns, you may target the same creature for 1d8 necrotic or radiant damage. This effect lasts for one minute, or until you dispel it as a bonus action.
In addition, the target must make a Wisdom saving throw against your spell save DC. On a failure, they are frightened by you for one minute. At the end of each of their turns, they may remake the saving thow, ending the effect on a success.
Death's Emissary
At 20th level, you have become an emissary to the Realms of the Dead, and your true form changes to that of an angel of death. As an action, you transform into your true form, granting you the following benefits for 1 minute:
- Your armor class increases by 2.
- On a hit with a melee weapon, you deal an additional 1d8 radiant and 1d8 necrotic damage.
- Black raven wings sprout from your back, granting you a 30 foot fly speed
Once you use this feature, you can't use it again until you finish a long rest. If you die, your body reverts to this form before disappearing in a cloud of black raven feathers.
Comments