Paladin
Base Class: Paladin
The Oath of the Styx draws to it both the servants of life and watchers of the grave. Whatever the reason it is taken — to stop undead plaguing a village, to bring down a Lich threatening the safety of the innocent, so dissolve a brutal cult aiming to claim immortality at any cost — the Paladins of the Styx commit themselves to watching the line between life and death, and to ensuring the sanctuary of the afterlife. These Paladins, sometimes called Grave Watchers or Reapers, hone their powers to not only prevent the dead from rising, but also to protect those living, especially those with things still left to accomplish. They often adorn their armour with symbols of death: ravens, scythes, and skulls.
 
Tenets of the Styx
The scripture of the Oath of the Styx is said to originate from the Raven Queen herself.
 
Let Death Lie. I will not disturb the slumber of a person whose business on this earth is finished.
Vanquish Undeath. The desecration of corpses by means of reanimation is an abomination. Those dead shall rest once more.
Balance. Those who pursue immortality disturb the natural balance of life and death, and they must be brought to justice.
Unfinished Quests. All beings have a time they are meant to depart from the world. Those who have this time brought early may be returned to life to complete their unfinished business.

Grave Watcher

You learn the spare the dying cantrip.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
 
Death's Embrace. As an action, you can imbue one weapon that you are holding with the essence of the grave. For 1 minute, you all attacks you make deal extra necrotic damage equal to your paladin level. The weapon also extinguishes all nonmagical flames within a 20-foot radius. if the weapon is not already magical, it becomes magical for the duration.
 
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
 
Turn Undeath. As an action, you present your holy symbol and speak a prayer censuring forces that disturb the balance of life and death, using your Channel Divinity. This works against Undead, and any hostile spellcaster that has three or more necromancy spells prepared. Each of these creatures that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
 
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

PALADIN LEVEL

SPELLS

3rd

protection from evil and good, sanctuary

5th

lesser restoration, zone of truth

9th

beacon of hope, dispel magic

13th

freedom of movement, guardian of faith

17th

commune, flame strike

Aura of the Living

Starting at 7th level, you and friendly creatures within 10 feet of you can resist the call of death. When one of these creatures would fall unconscious from damage and not outright die, make a Charisma save (DC 15). If you succeed, they drop to 1 hit point instead.
 
At 18th level, the range of this aura increases to 30 feet.

Necrotic Negation

At 15th level, when a hostile creature within 30 feet of you casts a necromancy spell, they take psychic damage equal to your Charisma modifier x the level of the spell. If they cast a cantrip, they take damage equal to your Charisma modifier. This damage is doubled if the spell would raise undead creatures.

Inevitable Demise

At 20th level, you can assume the form of an inevitable reaper of death. Your form becomes shrouded in shadow and your face becomes gaunt and skull-like.
 
For 1 minute you gain the following benefits:
 
  • You have advantage on attack rolls against any creatures that are below their maximum hit points.
  • When you hit a creature with a melee weapon attack, it must make a Constitution save against your spell save. On a fail, its hit point maximum is reduced by the amount of damage taken.
  • Other creatures have disadvantage on Wisdom (Perception) checks made to see you when hidden.
  • You have advantage on Charisma (Intimidation) checks made against any creature that can see your face.
 

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