Paladin
Base Class: Paladin

Taking the Oath of the Reaper isn't something someone takes without a thought. When you take this oath you accept a life of solitude, you accept that people would leave the room should you enter. People may never understand your choice, they may never accept your choices but in battle they will respect you for there is not much that can withstand your onslaught. Reapers follow their own code so they are most commonly Lawful. The reasons someone may become a Reaper is their own meaning each Reaper would be different, some evil, some good and the rarest of all are neutral.

Balance. When you know of a disturbance in nature or order, you must take steps to correct the problem. Any being resurrected that is not blessed by the gods, brought back by the gods or brought back to life through fiendish methods are considered your enemies and must die by your hand.
Cycle of Life. Everyone must die eventually so you must ensure this cycle remains intact. Even if they are family, friends, or loved ones being brought back to life without the blessing of the gods is heresy in the eyes of a reaper. Reapers no matter what cannot be revived by any means. Their soul is owned by the gods and only they may bring them back. Even if they were brought back they would no longer be Reapers and end up as Oathbreakers. Taking efforts to permanently prevent your revival or resurrection is the greatest virtue for a Reaper.
Order. Reapers understand that there is a natural order to Life and Death and to break this order is to injure reality and insult the gods, as a result Reapers are forbidden to bring anyone back to life without the blessing of the Gods.
Stoicism. Reapers understand that life and death is nothing without hardships. Reapers are to act without emotions guiding or blinding them.

Channel Divinity

Corrupted weapon: - As an action, you can imbue a weapon with corrupted energy For 1 minute, the weapon is considered magical, you add your Charisma modifier to attack and damage rolls (minimum of 1). It emits Bright Red Light for 20 ft. and dim light for 20 ft beyond that. You can end the effect as part of any other action, if you are no longer holding the weapon, or if you fall Unconscious.

Reapers Mark:  The Reaper speaks in an Ancient Tongue urging their foes to come to them. As an action enemy creatures within 30 feet of you must make a Wisdom saving throw (DC 10 + Charisma Modifier) Fiends and Undead have Disadvantage on the Saving Throw. If the creature fails its saving throw, it is now Marked for Death and is drawn into the Reapers aura. The Marked creatures must move in the fastest available means into the reapers aura. It cannot leave the Reapers Aura until it succeeds a wisdom saving throw at the end of its turn. The Reaper now has an advantage with attack rolls on creatures marked for banishment. Undead and Fiends take 1d4 Fire damage at the beginning of its turn while under Banishment. If a marked creature is killed while in the Aura their soul is destroyed stopping them from coming back to life unless brought back by the Wish Spell.

Oath Spells

PALADIN LEVEL

SPELLS

3rd

Hellish rebuke, Bane

5th

Misty Step,See invisibility

9th

Bestow curse, phantom steed

13th

Banishment, Blight

17th

contagion, Hallow

Orders Protector

Starting at 7th level you are always under the effect of Detect Evil and Good.

At 18th level, the range increases to 60ft and any Fiends and Undead within 15ft of you takes 1d6 Psychic damage at the start of their turn.

Death's Veil

Starting at 15th level, your soul has been touched by death's cold embrace. You can no longer be charmed or possessed. You have learnt how to summon the souls of those you have killed to heal yourself upon death, when you are reduced to 0hp and are not killed outright, you can use your reaction to use souls to regain hit points equal to half your hit point maximum.

Once you have used this feature, you can not use it again until you finish a long rest.

Champion of Life and Death

Starting at 20th level, you can assume the form of pure darkness, taking on an appearance you choose. For example, your skin might turn black or put off a dark mist, your hair might become pure white or cascade off you like fog, or you might sprout skeletal spikes.

As an action, you undergo a transformation that allows you to embody darkness. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • You become one size group larger (e.g. medium becomes large).
  • Your weapon grows to fit your new size.
  • Your weapon deals an additional 1D8 Necrotic or Radiant damage (your choice).
  • You grow a pair of spectral skeletal wings that give you a flying speed of 50 feet.

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

Previous Versions

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