Base Class: Paladin
Most of those who take up this Oath were once one of the more common types of paladins, ones who were taught that Necromancy and the undead it created are wholly evil and can never be used for good. Then they happened to find Necromancers who were actually using their magic to do good deeds such as aiding innocent strangers and defending those not capable of defending themselves, all the while finding no deceit or treachery in their character. Some even found sentient undead being doing similar things, such as Baelnorns. They saw that maybe Necromancy was not an entity of pure evil, but rather a tool that can be used for either. A knife can be used to prepare food just as easily as it can be used to murder the innocent. As they gave this school of magic a second chance, they would use it to help give evildoers one as well.
Most of these paladins are chaotic good, going against the norm in service to the good, although a few are neutral good. They often are devout followers of Trithereon from Greyhawk or other deities that emphasize redemption.
Tenets of the Necromantic Redeemer:
This path emphasizes bringing the good left in those that have gone down the path of darkness.
Seek the Good in the Evil. No matter how far gone someone is, they have a chance for redemption.
Give the Departed a Second Chance. The souls of the evildoers do not have to go to the Nine Hells or the other lower planes, use your powers to give them another chance.
Patience is Key. Some of their evil ways may be buried deep in their character and take time to uproot. Be patient with them.
Go against the Norm. The old ways said that Necromancy was wholly evil yet it was not. Do not be afraid to question what was said by those in power.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Control Undead. As an action, the paladin can target one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until they use their channel divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect.
Whispers of Redemption. As an action, the paladin can attempt to persuade one evil-aligned creature he or she can see within 30 feet of him or her to rethink their ways of evil. The target must be able to hear and understand you. If so, the target must make a Wisdom saving throw. On a failed save, the target will either run away if it was hostile to the paladin or wander about in the area if it was not, they will then have a inner debate with themselves on their evil ways. After 8 hours, the effect ends and the target can choose to go back to their evil ways, or to seek redemption. If the latter is chosen, their alignment is changed to good or neutral but stay with their stance on law. Example, if a Lawful Evil creature chooses redemption, they must change their alignment to either Lawful Good or Lawful Neutral.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Redeem the Unholy
Starting at 9th level, you can spend 1 hour a day to give one of your undead zombies or skeletons some of their consciousness and free will back and slowly teach them relinquish their evil ways and embrace the good over the course of 2 weeks. At the end of this time, the zombie or skeleton gains all of their consciousness and free will back, as well as changes their alignment to good. At this point they are no longer magically bound to follow your commands but will consider you a friend.
Undead Resilience
Starting at 15th level, your body starts to show signs of undeath as our skin feels dry and you feel comfortable at slightly lower temperatures. You age one tenth as fast and require half as much food, water, and sleep. In addition, you can survive blows that would cripple normal humanoids. If you take damage and are reduced to 0 hit points, roll a Con save with a DC of 2 + the damage taken. On a success, you are reduced to 1 hit point instead.
Revenant of Redemption
At 20th level, as an action, you can assume the form of an undead being of righteousness. Your appearance becomes fully undead in nature and gain the following benefits for 1 minute:
- You gain immunity to poison damage as well as the poisoned and exhaustion conditions. If you have either of these conditions before activating this ability, they are suspended but regained after this ability runs out.
- You gain resistance to necrotic
- You regenerate 10 hit points at the start of each of your turns, getting hit by radiant damage negates this until the end of your next turn.
- Once, as a bonus action, you can target up to 2 Evil aligned creatures of CR 6 or lower. The targets must make a Wis saving throw against your Spell save DC, getting advantage if they are CR 5 or higher. On a fail, the target becomes friendly to you and your allies.
- They will assist you in combat, even against their former allies, to the best of their abilities but will not follow suicidal orders like "follow that guy off the cliff" or "charge that Ancient Red Dragon by yourself", asking one of these from them will end the effect and they will turn hostile.
- After Revenant of Redemption ends, this effect does as well. Then the targets will get to make a choice of redemption identical to if you used your Whispers of Redemption channel divinity on them. The DM then decides what course of action they take. If they say no, they could turn hostile or run away. If they say yes, they could either wander off after a good farewell, or even tag along with the party.
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Posted May 7, 2023Not super balanced with you having wait until level 9 to get another ability, and not having any Paladin aura at level 7. But I love the description and concept of this entire subclass.