Base Class: Paladin
TENETS OF THE UNDEAD
Mastery. Life and Death are cosmic forces to be harnessed.
All Will Serve. Strike down those who oppose you. Raise them to fight in your army. Discarded remains, bones, and corpses are yours to reanimate. Do not defile those laid to rest.
Calm of the Dead. Embrace the calm of the dead, that you might better pursue your mission. Passion is the enemy of duty.
Oath of the Undead Features
| Paladin Level | Feature |
|---|---|
| 3rd | Oath Spells, Channel Divinity |
| 7th | Aura of the Damned (10 Feet) |
| 15th | Undead Resilience |
| 18th | Aura of the Damned (30 Feet) |
| 20th | Undead Thrall |
Oath of the Undead Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Unseen Servant, Hex |
| 5th | Blindness/Deafness, Hold Person |
| 9th | Animate Dead, Summon Undead |
| 13th | Vitriolic Sphere, Blight |
| 17th | Contagion, Wall of Force |
Channel Divinity
Create Undead. As an action, the paladin channels divine energy into a corpse or pile of bones of a medium or small sized creature they can see within 30-ft., raising a skeletal minion of corresponding size to serve the paladin indefinitely.
- The skeleton raised uses the stats of the Skeleton except they have a Strength of 16
- The skeleton raised will be of the same alignment as the Death Knight who raised it.
- You can maintain control over 1 Skeleton Warrior for every four levels of Paladin, minimum 1.
- For Turning purposes, the CR of these Skeletons is 1/4 of your levels in Paladin, rounded down.
On each of your turns, you can use a bonus action to mentally command any undead under your control if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
Deaths Grip: As an action, you grab a creature (which you can see in a 60f radius) which is smaller or one size taller than you, telekinetically and pull it in a free space before you. The target must succeed a Strength Saving Throw to resist this effect. You can also move the creature upward, but not further than the maximum range of the spell (60feet). A lifted creature is suspended in mid-air for one minute as long as the caster is concentrating. While in the air the creature is considered grappled and can make a wisdom saving throw as an action to break free from it.
Aura of the Damned
Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
Also any undead under the Death Knights control gain the following benefits:
- Maximum hit points are increased by Paladin levels x 2
- Attack and damage rolls are increased by your proficiency bonus.
Undead Resilience
At 15th level, the death knight gains -
- You no longer age, and are immune to all aging effects.
- You no longer require sleep or food, and can achieve Long Rest by doing four hours of light activity.
- Your hit point maximum cannot be reduced.
- You gain resistance to Necrotic Damage.
- You gain resistance to non-magical slashing, piercing, and bludgeoning damage.
Dead Thrall
Starting at 20th Level, your will over the negative energy of necromancy allows you to adopt your own undead servant. As a 1 hour ritual you may attempt raise a dead creature with a CR Half of your Paladin Level, and the creature cannot be Gargantuan. The creature must make a Wisdom Saving Throw (They gain disadvantage if they are less then half the Paladins Level.) On a failure the creature rises from the dead and becomes your undead servant until slain.
You cannot have more than one Dead Thrall. Once you use this feature, you cannot use it again until you finish a long rest.
Previous Versions
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