Paladin
Base Class: Paladin

You take a vow to preserve the natural flow of life and vanquish those who defy it. There comes a time when one simply must pass on and leave this world for the next, those must not fear death and the unknown because it is inevitable. You celebrate the beauty of both life and death, seeing both as a gateway for new experiences whether it is on the material plane with friends and family or in the afterlife and your newfound family.

Tenets of Death

Calling upon your deity's guidance, these paladins are sent out to help enforce who lives and who dies. You would strictly believe that there is a natural flow of life and that everyone has a set time. This has seen much conflict since their creation, some seeing these ideals as weak, foolish, or even cruel that someone as powerful as these paladins can let someone die. Despite the moral differences, each paladin follows these strict tenets.

Accept the Inevitable. Death comes to all eventually. It is not dark and lonely as many believe.

Annihilate the Defiant. Those who actively defy death deserve their demise. Find and end them.

Guide the Deceased. Let the deceased be able to move onto the next stages of their existence by sending them to the afterlife.

Serve the Living. Celebrate and protect life, show compassion and sympathy for those you cross paths with.

Channel Divinity

You gain two Channel Divinity options:

Life's Protector. You can use your Channel Divinity to rebuke those who attack the rightful living. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

You regain this ability after taking a long rest.

Forestall Life. As an action, you may invoke the right of death, preventing creatures running away from their death. Creatures of your choice within 30 feet of you must make a Wisdom saving throw or take 1d6 radiant damage and may not be healed through magical means for 1 round.

You regain this ability after taking a long rest.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

 

PALADIN LEVEL SPELLS
3rd Detect Evil and Good, Sanctuary
5th Branding Smite, Zone of Truth
9th Beacon of Hope, Magic Circle
13th Death Ward, Locate Creature
17th Dispel Evil and Good, Hallow

 

Aura of Brilliance

Starting at 7th level, you give off power that feeds yourself and your surrounding allies. Any ally within 10 feet, including yourself, gain radiant damage equal to your charisma modifier for every spell or normal attack that deals that damage type.

At 18th level, the range of this aura increases to 30 feet.

Guardian Veil

Starting at 15th level, you are always under the affects of the Protection from Evil and Good spell. However, you can center this ability on one other person 3 times every short rest and it lasts for 1 minute.

Bane of Undeath

At 20th level, as an action, enlightening presence shines upon you. For 1-minute, faint radiant light glows from you in a 30-foot radius.

At the beginning of your turn any ally within the radius heals 5 HP while any enemy takes 5 radiant damage ignoring resistance or vulnerability if they have it.

Your attacks against aberration, monstrosity, or undead creatures within the radius have advantage and any of those listed that are being controlled, by someone or something, has their connection severed until they leave the radius.

After taking a long rest, you regain this ability.

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